In honor of Teach Your Kids to Game week, I’ve updated the one page 2D10 RPG with a bit of editing, some slight adjustments, and font changes (hopefully to improve readability). You can get it for free from RPGNow. I still have been pondering a change to Occupations to turn the whole system into a dice pool – you roll an extra D10 if you use Occupations, Feats, and/or Special Items in play but keep the highest two rolls. Consider that a way to mess with the system if you find it is too easy for some heroes to wipe out goblins or space lords or whatever.
I will update some of the other PDFs and introduce a mini-setting in the upcoming week.
I’ve sort of been living under a hole or something, because the Black Hack and White Hack (and other variants) have basically been unknown to me. These are sort of old school versions of D&D, harkening back to some of the original fantasy games. Nostalgia is a powerful force, but some of the simplicity and wonkiness of those classic games are fun.
These new versions often add changes to keep the simplicity and streamline the game. I dig it. It means you have tons of resources that you can easily modify to work from all the variations of D&D, but you can also get playing quick and easy.
Black Hack is the chief among these.
It’s my kind of D&D-clone, using a familiar core and then going nuts in a bid for simplicity and speed. I love it. In fact, last night, I started a fantasy campaign with my kids using an even more stripped down version which I call the Basic Hack.
Here’s how it works:
- Use your six core attributes and roll under to succeed. (I like the Black Hack’s attribute generation technique to keep things balanced.)
- Pick a class. Fighters are good at fighting. Clerics can heal and turn undead. Wizards are good at casting spells. Rogues are good at sneaking and stealing.
- Pick a race. Elves can see in the dark. Dwarves can find secret doors. Humans get a +1 to an attribute of choice. (You can easily switch this up or add more complexity.)
- Hit points are standard. I gave the fighter 10 and the wizard 4. (Might want to give them more in the future.)
- For class or race features, I give them advantage on the roll per 5th Edition. Fighters always get to roll two D20s when attacking for instance.
- I’d give wizards and clerics two starting spells they can cast once per day. In a bid for simplicity, don’t worry about levels. Our wizard got sleep and magic arrow (aka magic missile). I’d give a cleric heal wounds and remove curse. The key is to pick spells that will have an impact in the story right away to make all the characters feel useful.
- Weapon damage can be standard. I like armor as written in the Black Hack to keep things simple. (Plus, teaching your kids math is a bonus.)
- No experience points, no levels. As the characters advance, give them magical items, extra hit points, new spells, or a new ability. Or let them raise another attribute.
I’ll be writing this up in a couple of pages to post on RPGNow this weekend sometime.
Yes, the vague advantage/disadvantage thing I punched out in my last update is now a rough draft manuscript. It needs work, but it takes this advantage/disadvantage thing to an extreme with Black Hack as its base. Please check it out below, and let me know what you think.
Read the EDGE HACK PDF
BTW, I will be getting comments going on this website soon.