DINKY DUNGEONS PDF

The game is a wonder of conciseness. The rulebook includes character creation, character classes and races, weapons, armor, and items to buy, two different systems of magic spells, action resolution, saving throws, combat, "skill rolls", experience rules, and a monster list containing 37 creatures with stats, over half of them also having some note or other. The errata sheet includes the missing notes for some of the monsters, some detail about combat that was overlooked, rules for healing, alternate experience rules, and a picture of a Fuzzy Winker whining. There are only two attributes, Physical and Mental.

Author:Mesho Sakasa
Country:Zambia
Language:English (Spanish)
Genre:Finance
Published (Last):18 January 2015
Pages:432
PDF File Size:6.23 Mb
ePub File Size:13.81 Mb
ISBN:163-5-62004-286-5
Downloads:23992
Price:Free* [*Free Regsitration Required]
Uploader:Kagasar



The game is a wonder of conciseness. The rulebook includes character creation, character classes and races, weapons, armor, and items to buy, two different systems of magic spells, action resolution, saving throws, combat, "skill rolls", experience rules, and a monster list containing 37 creatures with stats, over half of them also having some note or other. The errata sheet includes the missing notes for some of the monsters, some detail about combat that was overlooked, rules for healing, alternate experience rules, and a picture of a Fuzzy Winker whining.

There are only two attributes, Physical and Mental. There are three character classes: Fighters high Physical stat , Wizards high Mental stat , and Bards roughly equal stats. Doubles are either critical success or failure, depending on if you succeed or fail with the roll - double ones and double sixes more extreme than double threes or fours. Weapons do damage by their type - there are light, medium, and heavy weapons. Armor makes you harder to hit. There are seven magic spells for Wizards and another six mostly different for Bards.

If your character is of one of these classes, you start with a number of magic spells equal to half your Mental attribute, and have Spell Points to cast the spells equal to your Mental attribute - Spell Points regenerate daily. The game is so simple this is very easy to implement. Skill rolls other than combat or magic are either Idea rolls based on your Mental trait or Muscle rolls based on your Physical trait.

Oddly enough, they actually blew it here - everyone has the same chance of success on a skill roll, no matter what your attributes are. Instead, the smarter characters can try more Idea rolls during a day, and the stronger ones can try more Muscle rolls during a day. We changed this to making it more likely to succeed at a roll the higher your relevant stat - a trivial change.

You can then buy certain skills with those PP and MP - some skills require one or more MP, some require one or more PP, some require both, some require either. This idea could be easily ported to Dinky Dungeons with minimal effort - especially since Small Space only has nine skills to choose from However, Small Space goes a bit too far in other rules - it loses the basic simplicity of Dinky Dungeons. Too much! Space ship generation and combat rules, futuristic weapons, invention rules, alien races, planet generation, initiative rules, etc.

Dinky Dungeons works. There are actually very few RPG rules systems I would run a game in today - Fudge has spoiled me, and I translate every setting into that game. But Dinky Dungeons is one of the few systems I would still use. Anyway, Dinky Dungeons is hard to find these days, but worth a look if you like simple games. It includes six maps, description of the city Dink and surrounding kingdom, some new creatures, and an adventure in the Creepy Caverns.

If you have a copy for sale, please let me know! Blades of Boardum: fantasy adventure - introduces the fantasy race, Boar-Men. Siegewheel of the Blue Goblins: fantasy adventure. Troll Canyon: solo fantasy adventure. Freaks and Friendlies: post-apocalypse RPG, which has some interesting Psi powers as well as more magic, for some reason. More creatures and weapons, of course. If you know of any other Dinky Dungeons related material, or have any to sell, please let me know!

CALABAR CHICO BUARQUE PDF

Dinky Dungeons

Samurisar Please select a support frequency. It was produced by an anonymous fan dinly circulated electronically. Dinky Dungeons! More Information Edit History. Wait, I check for traps! If you have a copy for sale, please let me know!

EVOLUTION OF FIQH BY BILAL PHILIPS PDF

DINKY DUNGEONS PDF

Interviews Some of the great minds and artistic talents behind Dinky Dungeons have been kind enough to talk about themselves and the game. Phil Morrissey is a professional artist and creator of the Stellar Babe webcomic. Jeff Perryman is a level designer, animator, modeler, and illustrator who contributed some of the amazing second edition artwork. Phil Morrissey How did you become interested in roleplaying games? I was in high school and the boxed edition of Dungeons and Dragons had just been released, a few of my friends wanted to try it so we made up an impromptu gaming group. I was into comics heavily so it was a good fit until we switched over to Champions since it was a build system we fell right in.

Related Articles