Here's a quick little FKR leaning version of D&D that should be quick and easy to play and have the players feel relatively powerful (depending on what they are going up against). Some FKR refereeing required for spells/economy. (Running a new game, some generic fantasyish generation tables may be coming!)
- On a piece of paper write your character name and record attributes and class.
- Attributes – roll 4d6 but drop the lowest for each
- Strength (if best stat + 2 melee tohit/damage)
- Constitution (if best stat +2 hp per level)
- Dexterity (if best stat +2 to AC OR +2 Ranged tohit/damage)
- Intelligence – (if best stat Auto wizard success casts x level per session)
- Wisdom- (if best stat Auto holy success casts x level per session )
- Charisma – (if best stat you always have a loyal companion at the start of each session).
- Classes:
- Thief:
- can backstab (double damage when attacking with melee from behind)
- can use thief skills (roll under dex to: open locks, find/remove traps, pick pockets, hide, move silently, climb sheer surfaces)
- cant use heavy armour or big weapons
- 6hplevel, +level tohit
- Warrior:
- can use any weapon/armour
- 10hplevel, +level tohit
- Cleric:
- can cast holy spells (roll under wis to cast spells appropriate to level: Healing, protection, damage/disadvantage to evil/monsters)
- Can use any armour or weapon
- 6hplevel, +half level tohit
- Wizard:
- can cast wizards spells (roll under int to cast spells appropriate to level: protection, blocking, and banishment , summoning of creatures/objects/elements, reveal information or hidden things, influence the minds/emotions of others, deal damage, illusions, death and undeath, alteration of the properties of people and creatures. )
- can only use light armour and small weapons
- 4hplevel, +quarter level to hit
- Players start at level 1.
- Lose all HP = death.
- Attribute check are d20 roll below the ability score.
- Combat rolls = d20 to hit AC value or higher, then roll weapon dice for damage.
- Enemies = HD value + AC + Damage Die (each HD = d6 hp + 1 to hit )
- Players own equipment appropriate to class. Acquire more items and equipment by playing the game.
- Referee will determine the power of spells possible – check before casting.
- Ask at the end of a session if you level up! (More adventure = greater chance of level up)