Tiny d10

The tiny RPG!


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New Supplements Master Announcement!

First up, from far away, untamed places, The Wild Lands includes two new classes (the barbarian and the ranger), two new races (the gnome and the wild-elf) and adds more class abilities to the druid. It also contains new items, equipment, weapons, and 10 brand new natural spells!

Next, from deep within medieval urbana, The High Castles includes two new races (the half-elf and the half-giant) and one new class (the bard) and adds more class abilities to the fighter and the thief. It also contains new items, equipment, weapons, and metropolitan points of interest!

Then, from dark and ancient libraries, The Arcane Studies includes two new classes (the artificer and the sorcerer), one new race (the dark-elf), and adds more class abilities and spells to the magic-user. It also contains new items, a new magic type (dark), and 23 new spells!

And the final supplement is soon to be released!


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A Classic is Re-released!

Quite a few people have asked me about the adventure “The Broken Light” and if it will be released again at some point.

Well, I’m happy to report that yes, it will be, and that time is almost at hand! I’ve rewritten the adventure from the ground up to be compatible with the new rules, and modified several elements to improve it based on feedback I’ve received from extensive play-testing.

The only remaining task is to redraw the map. It will be a full page, include a map of the island, a full-section of the light house, and a greater detail version of the caverns.

In the meantime, I’m releasing the adventure (text only) for review. It’s possible to play without the map, but will require a little sketching (imaginary or on paper) on the GM’s part.

To those of you who encouraged me with your interest in The Broken Light: Thanks a lot – this one’s for you.


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Tiny d10 v4.1 Released!

Things have changed over the past week or so. Turns out, expanding TD10 into a full-sized RPG necessitates so much overhead that it completely defeats the purpose of a tiny RPG. Who would’ve thought?

So it would seem that TD10 is about as “big” as it’s going to get. That being said, I’ve re-written the rules from the ground up, and while little has changed, I found a lot of space in doing so that allowed me to include a few additional game mechanics (like very simple movement rules – in my recent play-tests, I’ve found that a lack of formal rules confused newcomers), as well as better explanations of existing rules, new class abilities, and a better (although still unified) advancement system that allows for additional spells and abilities to be earned. I took a lot of feedback into account while doing this, so to all of you who have commented, messaged, and emailed me over the past few months, thanks for your time and help!

Also, I’ve redesigned the character sheet (again, from the ground up) to be compatible with the new rules.

Finally, I’ve saved the best for last. In rewriting the system, I made it more extensible, which means supplements are much easier to create. I’m working on TD10 v4’s first official supplement as we speak. It will introduce two new races, four new classes (and more class abilities for the core classes), one new magic type (divine), tons of new spells and equipment, and a lot more.

To check out the progress (and include some of the material in your own games) look here. Take the new version for a spin, and if you can, test out the new classes (I’d love to see a gnome paladin or a half-giant thief, hint hint)! Let me know what you think.

Happy play-testing!


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Home-brewing Session: Monsters

Monsters in Tiny d10 can be as simple as having only HP and toughness, and as complex as having HP, MP, PP, attributes, abilities, skills, and more. Regardless of their level of detail, they are easy to build and balance using the few simple guidelines in this home-brewing session.


Basic Monsters

The simplest monster possesses only the bare minimum qualities necessary to be an opponent. In most cases, these are just HP, toughness, and an attribute bonus (though some do not). Sometimes a brief description is included. Some examples are:

  • Goblin (1HP; +1R; T6; Weapon: gnarled dagger) – Though small in stature, goblins can be formidable enemies in large enough groups.
  • Wild boar (4HP; +2P; T4) – Aggressive and territorial, wild boar will charge their targets using their long, dangerous tusks.
  • Lizard-folk archer (1HP; +2R; T8; Weapon: bow) – Swift and silent, lizard-folk archers never engage in combat directly, instead preferring to hide and strike their targets from a distance.

Basic monsters are usually the most common opponents of any game.

Advanced Monsters

More powerful monster are similarly built, but have a few more qualities, particularly abilities or spells. A description is highly encouraged. Some examples are:

  • Young green dragon (10HP, 2MP; +3P, +1I; T6; +2 melee ATK damage; Spell: Illusory feint – lower target’s toughness by 4 for one attack. 1MP) – the green dragon is cunning and quick, using it’s magic to confuse or delude its opponents before striking a deadly blow.
  • Earth Giant (15HP; +4P; T4; +1 ATK damage; Ability: Quake – all targets in a 50 foot radius save 5 or lose one combat turn) – sometimes mistaken for a large hill or berm, the earth giant is a behemoth intent on protecting its territory.
  • Swordsman (6HP; +2R; T10; Weapon: Rapier; Ability: Riposte – gain one attack against an opponent’s failed melee attack) – a highly skilled swordsman is a portrait of swift beauty and cunning menace; a warrior far more capable with a blade than most.

Balancing a monster is simple: HP and toughness are (usually) inversely proportional. That is, if HP are high, the toughness level should be low, and vice versa. This preserves the challenge of fighting immensely powerful enemies like dragons while also ensuring it’s possible to actually defeat them. Toughness, after all, is not a how strong a target is, but rather how difficult it is to hit. A dragon is usually a fairly large target, making it easy to hit, but not so easy to kill.


And that’s it! To reiterate, monsters are just boiled-down versions of characters. Basic monsters are weaker and easier to create, while advanced monsters are stronger and require a little more attention. Regardless, it shouldn’t take more than 10-15 minutes to stock a dungeon, populate a forest, or fill a labyrinth with dozens of wild and dangerous monsters!

If you have any questions pertaining to monster making, let me know in the comments!


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Home-brewing Session: Races

Tiny d10’s races are simple, and as such, race design is a simple affair. In this session, we explore the three components of race: the description, the racial advantage, and the racial feature.


Race Description

In order to keep descriptions brief, the recommended format consists of three adjectives which best describe the race. In addition to the examples found in the core rules, some other descriptions may be:

  • Half-giant – big, intimidating, but compassionate, half-giants…
  • Half-elf – agile, bold, and keen, half-elves…
  • Lizard-folk – lithe, perceptive, and ornery, lizard-folk…

Of course, descriptions need not be limited to only three adjectives; however, this formula exists to best describe a race using the least amount of words.

Racial Advantages

Racial advantages consist of actual, tangible bonuses to a character. Each race is granted one racial advantage, which is typically manifested as a +1 bonus to a numerical value like HP, MP, PP, Toughness, or even damage. Bonuses to attributes are also included in racial advantages, but to prevent overpowering a race, should be limited to +1 at levels 1, 3, and 5.

Racial Features

Racial features different from advantages in that they are intangible bonuses that can often be freely interpreted by both players and GMs. They do not add a +1 bonus to any field, instead suggesting an action or ability that the race is especially good at. To take an example from the core rules:

  • Halflings – … can often disappear when they wish.

This feature could be used by different players in different ways. In some instances, it could add a bonus to a hide check; in others (GM permitting) it could add a bonus to a sneak check when trying to disappear in the midst of chaos. Racial features are intentionally written in a way that makes them open to interpretation, encouraging both players and GMs to ‘think fast’ and be creative.


And that’s really all there is to it! Races are fun and easy to create, and using this analysis should help you make a multitude of races that are all culturally and mechanically diverse. If there’s anything you’d like to see here (or if you have suggestions for future home-brewing sessions), let me know in the comments!

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