Tiny d10: Core Rules

Part I: Character Creation

  1. Choose your character’s race.

Dragonling: +1 power at levels 1, 3, and 5; +1 to intimidate; -1 to all magical spell attacks against the dragonling.

Dwarf: +1 HP per level; +1 to craft; -1 to all natural spell attacks against the dwarf.

Elf: +1 intellect at levels 1, 3, and 5; +1 to spot; +1 damage against evil beasts.

Gnome: +1 reflex at levels 1, 3, and 5; +1 to hide; -1 to all melee attacks against the gnome.

Halfling: +1 PP per level; +1 to sneak; -1 to all ranged attacks against the halfling.

Human: +1 aspect at levels 1, 3, and 5; +1 to persuade; +1 damage against natural beasts.

  1. Choose your character’s class.

Bard: T6; lightweight weapons only; lightweight armor only; +3 PP.

Barbarian: T8; heavyweight weapons & below; no armor; +3 HP.

Cleric: T7; heavyweight weapons & below; mediumweight armor & below; +2 PP; +1 MP; starts with 1 spell.

Druid: T5; mediumweight weapons & below; mediumweight armor & below; +1 PP; +2 MP; starts with 3 spells.

Rogue: T6; mediumweight weapons & below; lightweight armor only; +1 HP; +2 PP.

Sorcerer: T5; lightweight weapons only; featherweight armor only; +4 MP; starts with 2 spells.

Warrior: T7; all types of weapons and armors; +2 HP; +1 PP.

Wizard: T5; lightweight weapons only; featherweight armor only; +3 MP; starts with 4 spells.

  1. Determine your character’s attribute bonuses.

In the order of your preference, assign 2, 1, 1, 0 to power, aspect, intellect, and reflex.

Power (P): a measure of physical and mental strength. Used as a bonus when making melee attacks.

Aspect (A): a measure of spiritual awareness and natural charisma. Used as a bonus when casting natural and divine spells.

Intellect (I): a measure of mental acuity and sharpness. Used as a bonus when casting magical and dark spells.

Reflex (R): a measure of dexterity, speed, and reaction. Used as a bonus when making ranged attacks, or melee attacks with lightweight weapons.

  1. Divide 10 points between hit points and power points.

Hit points (HP): The amount of damage a character can suffer before falling unconscious/dying.

Power points (PP): Can be added (only +1 per roll) to attack, challenge, and check rolls. Must be declared before rolling.

  1. Generate and assign magic points.

Roll 1d10 and use the following table:

Generating Magic Points (MP)

Roll of 1-5

Roll of 6-9

Roll of 10

+4 MP

+5 MP

+6 MP

  1. Record your character’s wealth.

Determined by starting class, character background, and GM.

  1. Complete any remaining sections.

Ensure all sections are completed (abilities and spells recorded, weapon(s) equipped, etc).

Part II: Game Rules

Performing Checks

When there is a risk of failure, a check should be made. A standard check is performed by rolling 1d10 and adding relevant attribute bonuses and/or skill bonuses to the result. The result is then compared to the check’s toughness. A successful roll is equal to or more than the check’s toughness.

A check’s toughness represents all the factors that make a check difficult. To determine toughness, use the following table:

Toughness

T5-T6

Simple toughness. Easy checks like climbing a ledge with large hand holds, or attacking weak opponents like goblins.

T7-T8

Moderate toughness. Harder checks like swimming against a strong current, or attacking well-armed opponents like castle guards.

T9-T10

Difficult toughness. Challenging checks like sneaking into a well-guarded court, or attacking large opponents like giants.

T11-T12

Extreme toughness. Seriously tough checks like controlling a boat during a gale, or attacking hugely powerful opponents like dragons.

T13-T14

Impossible toughness. Success is unimaginable, requiring superhuman strength and endurance to complete.

Performing Saves

When there is risk of immediate death, dismemberment, or similarly dire consequences, a save should be made. A standard save is performed by rolling 1d10 and adding relevant attribute bonuses and/or skill bonuses to the result. A standard save has a toughness of 5, but certain conditions (like spells, effects, or environmental factors) can change that.

Performing Challenges

When two players attempt the same thing at the same time, a challenge should be made. A challenge is performed by each character rolling 1d10 and adding relevant attribute bonuses and/or skill bonuses to the result. The results are then compared, and the highest of the two succeeds the challenge. In the event of a tie, GMs may decide to roll again, or may settle the tie using a different method.

Combat

Order of combat: Combat begins according to reflex scores: highest first, lowest last. Any ties should be settled by the GM’s preferred method.

Movement in combat: All classes are moderate in speed and may move only up to their maximum speed range per turn. Environmental factors (like storms or difficult terrain) may affect that maximum speed. Explanations of speed can be found in the following table:

Movement Speeds (per turn)

Slow

Moderate

Quick

10-20 feet

20-30 feet

30+ feet

Simplified combat rules:

  • One turn represents roughly 5 seconds.
  • Only 1 attack per turn.
  • Only one move sequence per turn.
  • Less significant actions, like talking, may be done freely.
  • Damage is typically 1, though may be more.
  • Ranged and small weapon attacks use reflex; magical spells use intellect; natural spells use aspect; melee attacks use power.

Combat advantage: Under certain circumstances, a character may receive a +1 attack bonus if they are in an advantageous position. However, if the attack does not succeed, a negative condition may be imposed.

Healing: Standard healing restores 1 HP per successful T6 check (unless the character possesses the heal skill, which succeeds automatically). During combat, an attack action must be forfeit to heal. Out of combat, characters may make 4 heal checks per in-game hour. If characters do not or cannot heal, they automatically heal at a rate of 1 HP per 4 in-game hours.

Dying: At 0 HP, characters are considered immobilized and dying. After 4 turns at 0 HP, they will expire.

Armor: Can have two types of effects:

  • It can increase HP, and/or;
  • It can increase a character’s toughness.

Leveling Up

Characters begin as level 1 foks, and  advance by earning experience points (XP).

XP is earned by slaying/defeating opponents (usually giving between 1-5 XP), but also by succeeding checks in spectacular and heroic ways (usually giving 1 XP). XP is lost upon advancement and must be gained anew.

As characters gain levels, their powers and strengths improve. The levels are:

Level 2: Explorer (25 XP) +1 skill, +1 class ability, +2 spells (if applicable), +1 attribute bonus, +1 weapon proficiency, and either: +2 PP or +3 MP.

Level 3: Adventurer (75 XP) +1 class ability, +2 spells (if applicable), +1 attribute bonus, either: +2 HP or +1 toughness, and either: +2 PP or +3 MP.

Level 4: Hero (150 XP) +1 skill, +1 spell (if applicable), +1 class ability, Hero’s Resolve ability (re-roll result of 1), and Free Advancement (+1 to any field).

Level 5: Legend (250 XP) +1 skill, +2 to attribute bonuses, Hero’s Presence ability (force opponents roughly your size or smaller to make an aspect check when attempting to attack you; if they fail, they lose their turn for one round), and GM Special.

Skills

Skills are specific competencies and can only be used in specific scenarios. When used, they add a +1 bonus to checks. Skills can be used in combat, but not for combat. See the following table for a list of skills:

Skills

Aspect

Intellect

Reflex

Detect*

Craft

Acrobatics

Heal

Know*

Conceal**

Intimidate

Spot

Hide

Persuade

Listen

Sneak

* The know and detect skill must be specific (know history, detect magic, know theology, detect motive, etc).

** The conceal skill can be broad (conceal item, conceal motive, etc).

Part III: Magic

Magic Points

Magic points are spent when casting spells, and are replenished just as HP.

Spells in Combat

Unless otherwise specified, spells are a guaranteed success, though some spells may require an attack or check roll, usually versus toughness.

Casting toughness: Some spells, or certain conditions, may impose a casting toughness, which works as a standard toughness check.

Spell saves: Some spells allow the target to make a save before having an effect. Each spell-caster has a spell save, which is equal to their character level and casting attribute bonus (aspect or intellect) + 3.

Spells List

Dark spellsusually best cast by sorcerers, use the intellect attribute bonus, and are drawn from ancient and often evil sources.

Divine spellsusually best cast by clerics, use the aspect attribute bonus, and are granted by the gods and demi-gods of the realm.

Magical spells: usually best cast by wizards, use the intellect attribute bonus, and are typically learned through the long study of ancient tomes.

Natural spells: usually best cast by druids, use the aspect attribute bonus, and are typically learned through a life of hermitage and oneness with nature.

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11 thoughts on “Tiny d10: Core Rules

  1. This looks great!
    You may know, or the content may not be ready, but I just thought I’d mention that your Dark Spells and Divine Spell links are not working.

    1. I didn’t know! Thanks for bringing it to my attention. This new format is still very much a work in progress, so things will be broken/in draft/incomplete for a little while, but feel free to let me know about any issues you encounter.

      Also, thanks for the encouragement! I’m very happy with the new format, and have big plans for the near future, getting some professional art chief among them, so stay tuned!

  2. Are you going to/could you put the old printable files up on the site somewhere? Its hard to beat the print out versions for playing when not around WiFi. I do however, love the new format and i’m stoked to see new content. Keep up the good work!

    1. Hello again!

      Thanks for the heads up! Fixing that is now on my to-do list.

      And thanks for the encouragement! It’s always a big boost. 🙂

  3. I’ve been following Tinyd10 for awhile now. Usually lurking about, popping in once in awhile to see what’s going on. I really like the new layout! it would be nice to have a print friendly version as well. I ran a more simplified version of this for one of my aunts and her daughter when I was visiting and they loved it. Keep up the good work!

    1. Presenting the information has been the biggest challenge for me, so it’s great to hear the positive feedback regarding the layout. Thanks for your kind comments! Also, I’m happy to hear that your family enjoyed the game!

      As for a print edition, here’s what I’ve got for now: https://docs.google.com/document/d/1Fuf3cmyv4E65pjpgn8T1LpW3u7S_aSHK7OgVu5KacBE/edit?usp=sharing

      I’ll be making the print materials a little more accessible over the next few days, but this should do until then.

      Thanks again for voicing your support! 🙂

  4. Aaron- really like the system, but I have a question: I don’t quite see where character Toughness comes into play… ?

    1. Hello, David!

      Thanks for reaching out! Toughness is explained in detail in Part II, ‘Performing Checks’.

      In short, toughness is analogous to armor class (AC) in more popular RPGs. It’s just a value that represents the difficulty of succeeding an attempt, or of landing an attack on an opponent.

      Here’s an example of toughness in a non-combat scenario:

      A character is attempting to climb a stone tower. Its walls are large and rough, with many hand and footholds, making the climb simple (toughness 5, or T5). A character climbing the tower would need to roll 5 or higher (after including their power attribute bonus) in order to succeed.

      And an example of toughness in a combat scenario:

      A character is using a short sword to attack a goblin. The goblin is a T5 enemy, and a character would need to roll 5 or higher (after including their power attribute bonus) to succeed their attack.

      I hope that clears things up for you!

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