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RULES // THE D6 ROLL-UNDER CORE

Game Mechanic

The Game Master (GM) creates a world. The world consists of characters, non-player characters (NPC), creatures, equipment, locations and objectives.

The player uses a character to perform actions, use equipment, fight and cast spells to interact with the world and achieve objectives. Characters have an initial class, attributes and skills.

The outcome of a character's action is resolved by checking an attribute.

A player should roll below the attribute on a d6 to pass.

That single d6 roll-under check is the core of SRPG. Advantage, Disadvantage, critical hits and critical failures are defined in Advantage, Initiative & Combat and always use the same d6 (or 2d6 keep-lowest / keep-highest). Attributes of 7 or higher always succeed on an unmodified check; attributes of 1 never succeed without Advantage or a GM ruling.

Creatures don't make checks — a character must avoid their attacks by making a check. The only time a creature rolls is for damage.

The game is played in turns.

The game ends when the objectives are met (or the characters are dead). The GM awards experience allowing the characters to gain levels for future games in the world.