Designed to emulate the fun and fantasy of the earliest versions of the world's most famous roleplaying system, without getting bogged down by an excess of rules.
These rules are still a Work-in-Progress, so if there's some rule or feature you need that isn't here yet, feel free to either use the equivalent rule from your favorite B/X-compatible retroclone, or roll a die and see what happens.
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### How to Play
There is one _referee_. Everyone else is a _player_.
The referee's job is to describe what's happening in the game, and the players describe how their characters respond.
Sometimes, dice are rolled. These dice are described by how many sides they have (d4, d6, d8, d10, d12, d20, and d100).
### Doing Things
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_.
For most checks, roll a 20-sided die (d20) under a character's most relevant _ability_ score.
For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before the roll.
### Abilities
Each player character (_PC_) has 6 abilities that help to define how they can interact with the world.
- Roll 4d6 and drop the lowest die (aka "4d6DL") for each.
- Either roll 4d6DL once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class and/or race.
2. Choose a Class (and, optionally, a Race besides human)
3. Determine Starting Level
- If playing a legacy character, update starting XP appropriately.
4. Roll Starting Hit Points
- Type is determined by class, number is determined by level.