0% found this document useful (0 votes)
10 views22 pages

Letitroll

Let It Roll is a fantasy tabletop roleplaying game designed for imaginative play without extensive rules. Players create characters, settings, and adventures using simple mechanics and a few dice, focusing on creativity and storytelling. The game includes guidelines for character creation, inventory management, and combat, allowing for a flexible and engaging gaming experience.

Uploaded by

orb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Game Simplification,
  • Finding Items,
  • Player Imagination,
  • Travel Mechanics,
  • Friendly Encounters,
  • Encounters,
  • Game Balance,
  • Game Testing,
  • Character Stats,
  • Dice Rolling
0% found this document useful (0 votes)
10 views22 pages

Letitroll

Let It Roll is a fantasy tabletop roleplaying game designed for imaginative play without extensive rules. Players create characters, settings, and adventures using simple mechanics and a few dice, focusing on creativity and storytelling. The game includes guidelines for character creation, inventory management, and combat, allowing for a flexible and engaging gaming experience.

Uploaded by

orb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Game Simplification,
  • Finding Items,
  • Player Imagination,
  • Travel Mechanics,
  • Friendly Encounters,
  • Encounters,
  • Game Balance,
  • Game Testing,
  • Character Stats,
  • Dice Rolling

Let it Roll

Core Rules for Tabletop Roleplaying


By R. A. Rice AKA Cyrus Rite © 2024

Open your Minds Eye and go where you will

Let It Roll Index 1 By R. A. Rice AKA Cyrus Rite


Hyperlinked Index

Title 1 NPC Reactions 12

Index 2 Challenges 13

What is Let it Roll 3 Magic and Prayer 14

Creating an Adventure 4 Magic Examples 15

Scenario Builder 5 Rest and Restore 16

Creating a Character 6 Survival 17

Inventory 7 Encounters and Death 18

Character Sheet 8 Monsters 19

Weapons and Armor 9 Hit Split and Strength 20

Tracking Time 9 Ideas 21

The Oracle 10 A Note from the author 22

Attack and Defend 11 Credits 22

Let It Roll Index 2 By R. A. Rice AKA Cyrus Rite


What is Let it Roll?
Let it Roll is a quick setup, easy
to learn, Fantasy Roleplaying
game, for anyone who wants to
play more by their Imagination
instead of constantly searching
rules and tables.

You Create the Characters

Play the Character that your


own Mind’s Eye envisions.

Will you be a Mysterious old


Wizard, a Devout young Cleric,
a Rowdy Rogue or Bold Fighter.

You Create the Settings

Play in a strange Fantasy world


or make it more Realistic. Play
What do I need to play?
in the Past, Present or Future.
Everything in this game is designed to
You Create the Adventure be played using only your Imagination,
paper, pencil, and at least One six
Will it be a dangerous quest, a
stealthy escape, a daring sided dice. Three or four six sided
rescue, or an exploration into dice makes it all a bit quicker.
the unknown? You decide.

You will soon be able to create


it all, with just a little help
from Let it Roll.

Now open your Mind’s Eye…

Let It Roll Index 3 By R. A. Rice AKA Cyrus Rite


Creating a Basic Quest or Adventure

Y
ou will have to create a few things
and the order doesn’t really matter.
The Setting or Character will tend
to in uence each other.

You need a Character

You can choose to play as a Human, Elf,


Dwarf or Hal ing. You may choose to be a
Fighter, Cleric, Rogue or Magic user.

You need a Setting

Where and when are you going to play?

This can be the ancient past, recent past,


current time or future time. It may be on
this planet or another. It may be in the
wilderness or busy Seaside port. It could
be a remote outpost. You will decide.

What are you going to do?

This is where you have endless possibilities.

If you want a Nudge, take a look at the


tables on the following page and pick what
you like, or roll on each heading for a
random start.

Once you have rolled outcome you can then


assemble your selections to form a quest or
adventure.

Let It Roll Index 4 By R. A. Rice AKA Cyrus Rite


fl
fl
Game Scenario Builder

Location Character
1 Homeland 1 Royal, Leader, Follower
2 Foreign Land 2 Criminal, Prisoner, Enslaved
3 In transit 3 Religious, Healer, Wise one
4 Known area 4 Monster, Creature, Animal
5 Unknown area 5 Witness, Craftsman, Merchant
6 Another Dimension 6 Soldier, Warrior, Hunter

Sub Location Items


1 Wilderness 1 Document, Book, Scroll, Note
2 Remote 2 Weapon, Tool, Armor, Device
3 Guild, Faction 3 Icon, Artifact, Jewel, Currency
4 Military, Service 4 Food, Water, Medicine, Resource
5 Secret, Prison 5 Recipe, Plan, Diagram, Information
6 Village, Town, City 6 Body, Container, Token, Offering

Environment Your quest may be of your own choosing or it


1 Tundra, Plains, Prairie, Meadow may be on behalf of others.
2 Jungle, Forest, Woods
3 Mountains, Hills, Lakeside Example of a Random Rolled Adventure
4 Harsh, Pleasant, Fluctuating 56624355
5 Bayou, Bog, Marshland
6 Desert, Barren, Seaside 5 Unknown area, 6 Village, 6 Seaside, 2
Authoritarian, 4 Piracy, 3 Healer, 5 Escort,
Government or Religion 5 Recipe.
1 Authoritarian Leader
2 Authoritarian Group
Adventure Assembled from the rolls:
3 Benevolent Leader
4 Benevolent Group
I am to escort a healer to a Seaside village ran
5 Multiple Groups
by an authoritarian Pirate, in order to retrieve a
6 Absent
highly valued healing recipe in his possession.

Commerce
1 Service
2 Manufacturing
3 Harvesting
4 Piracy
5 Trade
6 Multiple

Action
1 Control, Conquer, Hinder, Destroy
2 Warn, Negotiate, Seek Assistance
3 Explore, Map, Gather, Test
4 Locate, Capture, Drive out, Kill
5 Escort, Set Free, Assist
6 Purchase, Trade, Sell, Steal

Let It Roll Index 5 By R. A. Rice AKA Cyrus Rite


Creating a Character

Y
ou may choose to play as a Human, Elf, There is also a space Health Condition: ______
Dwarf or Hal ing, but no matter what This is to track if you have been poisoned,
character you decide to play as, you will contracted a disease or magical in uence.
need to keep track of few things.

Your Character will start with Using Stat Points


3d6 Mind, Body, Spirit and Luck points. You may use points from your Body or Luck stats
to improve your odds in battle or a challenge that
The Class you choose will alter these base points you face in your adventure.
as follows.
Points Must be called before taking an action.

Magic +1 Mind Points are deducted when used.

Fighter +1 Body
Clerics +1 Spirit
Rogue +1 Luck

Character Stats
The are only Four Character Stats to track.
Mental, Physical, Spiritual and Luck

Everything truly falls under one or the other.

This also makes it very easy to keep track.

These Points are Critical for your Survival.

At 0 Mind You are Unconscious.

At 0 Body You are Exhausted.

At 0 Spirit You lack the will to continue.


Examples:
At 0 Luck You may be ok but it can be rough.
I will use 2 Body points to increase my odds in
forcing open a door.
Notice that the Character sheet has two spaces
for tracking each of these stats. The rst is for I will use 3 Luck points to increase the odds of
the original value and the second is for current disarming a trap.
value.

You may use Stat points on any given turn.


Example:
Points do not regenerate without intervention.
Body Points: _15___ Current:__7___
Note: Mind and Spirit points are used only in
Spells and or Prayers.

Let It Roll Index 6 By R. A. Rice AKA Cyrus Rite


fl
fl
fi
Inventory
The Depletable and Non-Depletable

What do you have?


You will need to track the Depletable and the
Non-Depletable items in your inventory.

Depletable

A Depletable item would be anything that can be


used up, such as food, water, medicine, ammo,
battery power, torches, etc. Values
Non-Depletable Currency

A Non-depletable item would be equipment such Standard currency is Gold, Silver and Copper.
as your weapons or tools. You either have or do
not have an item. Even these can become worn, If you are playing a prewritten module, it may be
broken or damaged beyond repair. easier to abide by its stated for values.

These are tracked as Tools and Supplies.


Quality
You may cary as much as you have Slots to use. Quality of Random items are measured by a roll.
Be reasonable in the amount of weight you cary. 1 Broken or worthless 2 Damaged or worn
Encumbrance is not tracked. If you have no little worth 3 Usable low value 4 Fair condition
empty slots then you cannot cary anything else, worth a fair price 5 Good condition average value
but you may exchange items when found. and 6 Excellent condition high value.
You may start with a Weapon and Armor or you When you nd something you should Note its
may choose to start unarmed and no defense. Rolled value in case you decide to keep it for sale
or trade.
You may start with some basic gear that ts
your scenario or start with nothing. Damaged items may be repaired by someone with
the proper skill to do so.
Regardless of your selections, you may not start
with any items that are at a bonus level.
Quantity
Example: The quantity of Random items are measured by a
roll. Read as rolled for numerical quantity or if
You may start with Leather armor, but not +1 you are wanting a size, then read as 1 being tiny
Leather armor. You may gain better items thru up to 6 as extra large.
your adventure.

Let It Roll Index 7 By R. A. Rice AKA Cyrus Rite


fi
fi
Character Name: ____________________________ Class:_______________

Brief Bio:__________________________________________________________

_________________________________________________________________

Body Points: _________ Current:__________ Health Condition: ____________

Mind Points: _________ Current:__________ __________________________

Spirit Points: _________ Current:__________ __________________________

Luck Points: _________ Current:__________ __________________________

Right Hand: ____________________ Left Hand:_____________________

Defense: ______________________ Attack: _______________________

Other: ________________________ Currency: _____________________

Backpack: Pouch:

1. _____________ 5. ____________ 1. ________________

2. _____________ 6. ____________ 2. ________________

3. _____________ 7. ____________ 3. ________________

4. _____________ 8. ____________ 4. ________________

Journey Roll Challenges Magic Use 1 Mind point per value rolled.
1 Hostile encounter 30 Extremely Dif cult Prayer Use 1 Spirit point per value rolled.
2 Loss 25 Very Hard Oracle
3 Hinderance 20 Hard Simple: Even is Yes and Odd is No.
4 Assistance 15 Average Weighted: Read from 1 being worst case
scenario to 6 being the best case scenario.
5 Find
10 Easy
6 Friendly encounter

Notes: ___________________________________________________________________

________________________________________________________________________

________________________________________________________________________

Let It Roll Index 8 By R. A. Rice AKA Cyrus Rite


fi
Weapon & Armor Stats Tracking Time

Y
ou will need a few different methods for
tracking time while playing Let it Roll.
Attack Travel will be one of the most used.

Status Unarmed The average travel is about 3 miles per hour.


So you may use this as a rule for time tracking
Unarmed +0
whenever you are traveling.

Armed with: Weapon Other methods for time tracking are a follows.

Small weapon +1 The Room grid. Use a grid for time based on the
size of the room and Intensity of exploration.
Medium weapon +2

Large weapon +3 Example:

This room is 20X20 with each square being 5’


Defend So for a quick search use 1 minute per square
and 5 minutes for a more intense search.
Protection type Protection
A quick search would take about 15 minutes as
Basic +0 opposed to an intense search taking over an hour.

Light +1

Medium +2

Heavy +3

Measurements
Read all measurements as rolled with the
question in mind.

You may be wanting to know inches or Battles often only last for a few seconds to a
centimeters, miles or kilometers. few minutes. Make a judgment call on what feels
right to you.
For long distance you may want to multiply the
result by 10 or more. You also will need to take time to eat, rest or
sleep at least once per every 24 hours in order
Do likewise with Time. Seconds, Minutes, Hours. to maintain your health.

Let It Roll Index 9 By R. A. Rice AKA Cyrus Rite


Using the Oracle

Asking The All Knowing Oracle


For a Simple yes or no answer.
Ask your question, then roll.

An Even number is Yes and an Odd number is No.

For a Weighted answer.


Ask your question, then roll.

Read the answer from 1 being worst case scenario to 6


being the best case scenario.

Examples

Simple answer.

Is it raining? The roll = 2 so this is Yes.

Weighted answer.

Is it raining?

If the roll = 1 then it is a Thunderstorm, A 2 would be


Heavy rain and high winds, 3 would be Heavy rain,
4 is Moderate to normal rain, 5 Is a Fog or Mist, and
rolling a 6 would be, No, it is not raining at all.

The Oracle may be used as much or as little as you like.

Let It Roll Index 10 By R. A. Rice AKA Cyrus Rite


Battle Attack & Defend The Giant Spider attacks.

B
attles with opponents are straight forward. You roll for the Spiders attack: It just grazed
You add or subtract the appropriate you, doing 1+3 total damage of 4, but your light
numbers to realize the outcome. armor reduces it to 3 damage.

Defense is a static number. It is not rolled. It attacks for 3+3. A good solid hit with 6
damage, but your light armor makes it 5.
Examples:
It bites for 6+3 a very powerful hit doing 9
damage, but your light armor makes it 8 damage.
I will try to slay the Giant Spider.
I have a +1 small Weapon and +1 Armor. Note: It may not be wise not to ght a Giant
Spider with only a small weapon and light armor.
The Giant Spider has +3 attack and 3 Defense.
Option: You may make your opponent poisonous
Your roll total must be greater than 3 to even
penetrate the Giant Spiders 3 Defense. Fleeing
You roll a 2 with your +1 weapon, but the Spider You may try to Flee a losing battle. To do so, you
has +3 defense so you miss and do no damage. will roll and read as follows.

You roll a 6 +1 for a 7, minus the Spiders 3 On a 1 you fail to ee, and the battle continues,
defense, doing a total of 4 damage. 2 you escape taking 1 point of damage. 3 or 4
you are able to ee, but but are not sure if you
Using Stat points in Battle are safe, 5 you successfully ee, 6 you easily
escape your opponent.
You can call to use a Body, Mind, Spirit or Luck
point to improve the odds, but remember it must
be called before you roll. It may or may not help.

Either way the point has been used, and points


are not restore without intervention.

If you roll a 3 or 4 when Fleeing, then you will


need to roll to see if you are being followed.

Roll for yourself and again for the opponent.


High dice wins.

If you are followed you may try to Hide or


prepare to continue the battle.

To Hide: Roll for yourself and again for the


opponent. The High dice wins.

Let It Roll Index 11 By R. A. Rice AKA Cyrus Rite


fl
fl
fl
fi
Other Actions & Options

Y
ou always have options in a Confrontation Intimidation: You may try to intimidate a
or interaction. You can try Negotiation or Friendly character. If you choose to do so, then
Intimidation. you will use your Spirit points + 1d6 versus the
Friendly’s Spirit points + 1d6.
You may offer something in trade or perhaps you
will try to Intimidate them.
The High total wins.
Friendly Reactions If you win the Friendly is intimidated and will do
as you command or ee.

T
rade with a Friendly, such as a Buyer/
Seller of goods or services is very simple. If you lose, the Friendly becomes Hostile and
Oracle to see if they have a wanted item. Demands that you Leave or Fight.

Negotiation: Your Mind points + 1d6 versus the * Note: If you kill a Friendly, you will have a
Friendly’s Mind points + 1d6. Bounty placed on your head and be tracked by
bounty hunters to collect the ne as set by the
The High total wins. locals. Roll to see the value of the ne that is
set and pay up.
*If you lose, the Friendly rolls and reads as
follows. Hostile Reactions
On a 1 the buyer/seller is offended refuses your Negotiation: Your Mind points + 1d6 versus the
offer, and asks you to leave. Hostiles Mind points + 1d6.

On a 2 the buyer/seller refuses the offer and The High total wins.
takes a rm stance on the decision.
If you win the Hostile accepts the offer.
On a 3 a counter offer is made by the Friendly.
If you lose, the Hostile attacks immediately.
On a 4 the buyer/seller accepts your offer with
an attached condition. Intimidation: Your Spirit points + 1d6 versus
the Hostiles Spirit points + 1d6.
On a 5 the buyer/seller accepts the offer as
given. The High total wins.

On a 6 the buyer/seller tells you that your offer If you win the Hostile is intimidated and will ee.
seems a bit low and gives you a better deal.
If you lose, the Hostile attacks immediately.

Let It Roll Index 12 By R. A. Rice AKA Cyrus Rite


fi
fl
fi
fi
fl
Challenges Examples:
During your adventure you will undoubtably face I will try to jump the 4’ pit
many challenges. A challenge occurs whenever This is set at 18 dif culty.
you take an action that has perceived chance of
failure. You have a Body stat of 16. You roll and get a 4.
So you have 20 a great success. However if you
had rolled a 1, that would be 17, a failure, with a
Setting the Challenges good possibility of an injury from falling into the
pit.
Extreme 30 - 35
Injury
Very Hard 25 - 29
When you have an injury, roll the die for the
possible damage of the expected injury.
Hard 20 - 24
Add +1 for medium damage and +2 for serious.
Average 15 - 19
I will try to open the Chest
Easy 10 - 14 This is set at 19 dif culty.

The challenge you face will be against one of You have a Luck stat of 16. You roll and get a 3.
the four stats Mind, Body, Sprit or Luck. So you have 19 a success. However if you had
rolled a 2, that would be 18, a failure, with a
For success, your current stat that is being good possibility of an injury from springing the
tested, plus your roll must be greater than the trap. You would then Roll for damage.
challenge set.
What’s inside? Roll to nd out
Using Character Stat Points
Roll and read as 1 worst to 6 best.
You may call to use a Mind, Body, Spirit or Luck
point to boost your chance of success, but
Example:
regardless if you pass or fail the challenge, the
point has been used.Stat Points must be called 1 Mold and dust, 2 it’s empty, 3 just useless junk,
before you roll. They do not restore without 4 a few coins, 5 a fair amount of valuables, and
intervention. 6 you have hit the jackpot.

Let It Roll Index 13 By R. A. Rice AKA Cyrus Rite


fi
fi
fi
Using Magic in the game

Magic has a High cost


Magic is powerful, but it comes with a high cost.

In order to cast any Magic spell, you must


spend one Mind point per value rolled.

Example:

I will cast a Fireball. You roll a 3.


This will do 3 points of potential damage and
cost you 3 Mind points.

Casting too many spells will drain your Mind


quickly and leave you vulnerable. Always be sure
to use Magic cautiously.

Remember at Zero Mind points you are


Unconscious and unable to defend yourself.

Prayer has a High Cost too


Like Magic, Cleric Prayers cost one Spirit point per
value rolled.

Remember at zero Spirit points, you lose your will


to go on. You will not be able to offer anyone
else or yourself any assistance until you have
restored your Spirit. You may even nd yourself
under demonic possession.

Let It Roll Index 14 By R. A. Rice AKA Cyrus Rite


fi
Some Examples of Magic Spells & Prayer

M
agic usage in “Let it Roll” is not de ned with a long rigid list of spells.
You are free to cast what you will, but remember it comes with a cost.
Magic Spells or Prayers cost 1 Mind or Spirit point per value rolled.

Conjuration:

You want to Conjure a Spectral creature. You roll for it and roll a 4. The Spectral creature now has
level 4 stats 4+2d6 Stat points. +1 Attack. 4 Defense. It will survive until defeated. You may not
use any other attack while the conjuration is in play. However, You may defend if you are attacked.
You have used 4 Mind points to accomplish this spell. Subtract these from your Mind total.

Illusion:
You cast the Illusion of Fear. You roll for its strength and roll a 3. The targets defense is 2, so the
target will be afraid for 1 point, reducing its defense or attack by -1 , for that round. You used 3
Mind points to accomplish this spell. Subtract these from your Mind total.

Alteration:
You cast an Alteration spell of Light. You roll a 2 The light illuminates 2 feet and lasts 2 minutes.
You used 2 Mind points. Subtract these points from your Mind total.

Prayer:
You cast Heal on yourself or another player. You roll a 4, so 4 points is restored to the stat selected.
Pray for what seems appropriate for the situation at hand and deduct the amount of Spirit points
that are used.

Remember to deduct used Mind or Spirit points as used.

Let It Roll Index 15 By R. A. Rice AKA Cyrus Rite


fi
Restoration
Eat Drink Rest and Sleep
Once used, Mind, Body, Spirit and Luck points do
Not restore without some form of intervention.

Attacks or accidents may decrease your Mind


Body, Sprit or Luck points, so it is wise to
restore them when they are getting low.

There are several ways to do this.

Sleep
Sleep regenerates 2 points per each hour of
uninterrupted sleep. In an Unsafe place your
sleep may be interrupted.

Rest
Rest regenerates 1 point per hour of rest.

Sustenance
Consuming food and drink restores the assigned
value of points per item that is consumed.

Rest and Sleep do Not remove Disease or


Poison. This will require intervention.
Where You Rest Matters
Medical Intervention Resting or sleeping in a village should be safe for
Medical intervention will be based on the xed the most part. However resting or making camp
value for the medication or supplies that are in the wilderness could be dangerous.
used. This could be anything from healing herbs,
or bandages to a magic spell or potion. You should consult the Oracle to see if it is safe.
If it is somewhat unsafe and you choose to rest
Meditation and Prayer anyway, you should at least have someone stand
guard or set a makeshift alarm.
Meditation and Prayer will be rolled for their
effectiveness. Remember these cost 1 Mind for If unsafe you should roll for a possible
meditation and 1 Spirit point for Prayer per value confrontation during the resting period.
rolled.

Let It Roll Index 16 By R. A. Rice AKA Cyrus Rite


fi
Survival Travel
Remember that Food and Drink are Depletable Most adventures require you to travel from one
items. When you are low or out of these then you location to another. When you travel you are
will need to replenish your supplies. bound to have good and bad encounters along
the way.
Going without food, water or sleep for more than
one day causes the loss of 1 Stat point per hour. If you have a map and distances are known then
use that as your guide and roll every three to
You may also purchase what you need if you are ve miles or kilometers of your travel.
where someone is selling. If not you may have to
hunt or gather what you need. If playing theater of the mind, roll a die for
distance and then every hour or so to see what
Searching for Food and Water. events and or encounters occur on your journey.

1 You nd poisonous water or food items, 2 You The Journey Roll.


nd stagnate water or spoiled food items, 3 You
nd nothing, 4 You nd 1d6 food or water, 5 You 1 Hostile encounter
nd 1d6 food and 1d6 water 6 You nd 2d6 food
and water. 2 Loss

Found foods would be fruits and vegetables.


3 Hinderance
Water may be from a spring, lake, pond, river, or
in a crafted location such as a well or container.
4 Assistance

Hunting for food. 5 Find


1 The Hunted creature injures you, 2 The hunted
6 Friendly encounter
creature escapes, 3 You see nothing, 4 Your hunt
provides one meal, 5 Your hunt provides two When you roll on the above table, you will need
meals, 6 Your hunt provides 1d6 meals. to do a sub roll for the value of the outcome.
Hunting includes all forms such as trapping or Roll for the value of the Journey Roll. Remember
shing as well as using a weapon. things go from 1 Worst to 6 Best

Remember you can use your Mind Body Spirt So a Hostile encounter 1 is the biggest hostile to
or Luck to Enhance the chance. a 6 being the smallest threat.

Rolling a 1 on a loss would be very valuable and a


6 would be the least valuable.

A Hinderance of 1 is a major obstacle and a 6 is


only a minor delay.

Assistance of 1 is very little to 6 being fantastic.

Find 1 is not much value where a 6 is great value.

Friendly encounter 1 is minor greeting and 6 is a


major opportunity.

More detail for these travel rolls is covered on


the next page.

Let It Roll Index 17 By R. A. Rice AKA Cyrus Rite


fi
fi
fi
fi
fi
fi
fi
fi
Hostile Encounter Character Death
People, Animals, or Monsters that mean to do you
At Zero Mind points you are Unconscious. If your
harm. It will be time to negotiate battle or ee.
Mind is at a negative you are insane and will
Hostiles will roll an Attack die and have a static attack anything or anyone that you come into
Defense assignment. contact with.

Example: At Zero Spirit points you have lost the will to


continue. At any negative number, you will take
A small creature such as a Rat may have +0 no defensive actions.
defense. Where a larger creature may have an +1
or greater attack and a defense of +1 or greater. At Zero Body points you are Exhausted and will
need intervention. If your Body is at a negative
Loss number you are Dead.

Anything that is losable. An inventory item or


perhaps you lose your way or forget something
important.

Hinderance
Anything that blocks your path or delays your
progress.

A Hindrance could be Natural or constructed.

Bad weather, Landslide, Bridge out.

It could be something seen such as the way you


want to go is heavy guarded so you need to nd
a way around.

Assistance
Anything that improves your travel or progress.
This is the opposite of a hinderance, but also
could be natural or constructed. Great weather,
or nding a bridge just where you need it.

Find
This can be an Item or Place. You nd some
currency in a pouch, you nd a source of fresh One chance to escape the grave
water. You nd a crypt or a temple
You have only one chance to save your character
Friendly encounter from a negative Stat number.
People, Animals or Creatures that help you out
in some way. Perhaps you are offered a ride Roll and If you get a 3 or 6 you will be granted
toward your destination or accompanied by a life with 3 stat points for the stat that was in
person or animal for a time. Perhaps a traveling the negative. You will then need some other
vendor wishes to trade. form of intervention to heal any further.

Let It Roll Index 18 By R. A. Rice AKA Cyrus Rite


fi
fi
fi
fi
fl
fi
Level 1: Pests: Insect, Ant, Leach, Wasp, Fly, Beetle, Fairy,
Monsters Worm, Maggot. 1+1d6 Stat points. -1 Attack. -1 Defense.

Adding a Location type Level 2: Small Creatures: Snake, Lizard, Badger, Mole, Rat,
to any given Monster Bat, Crow. 2+1d6 Stat points. +0 Attack 0 Defense
can make it a bit more
interesting. Level 3: Medium Creatures: Wolf, Dog, Cat, Goblin, Boar,
Kobold, Banshee. 3+1d6 Stat points. +0 Attack 3 Defense.
A Rat becomes a
Swamp Rat, A Troll Level 4: Large Creatures: Bear, Troll, Narwhal, Gargoyle,
becomes a Mountain Slime, Harpy. 4+2d6 Stat points. +1 Attack. 4 Defense
Troll.
Level 5: Person: Mage, Witch, Thief, Assassin, Elf, Dwarf,
Adding an Element is Vampire, Hag. 5+2d6 Stat points. +1 Attack. 1 Defense
also a great way to
make a quick change. Level 5: Undead: Mummy, Skeleton, Ghoul, Ghost, Litch,
Wraith, Zombie, Corpse, Gargoyle. 5+2d6 Stat points. +2
A Wasp becomes a Fire Attack. 2 Defense.
Wasp, A Golem becomes
Level 6: Monsters: Ogre, Golem, Dragon, Drake, Giant
a Mud Golem.
creature, Demon, Phantasm, Demon, Elemental. 6+3d6 Stat

Adding an extra Feature points. +3 Attack. 3 Defense.

or Ability, makes it more


interesting.

A Snake becomes a
Flying Snake. A Slime
becomes Acidic Slime.

Make it a Giant version


or give it the capability
to poison in ict disease.

Let It Roll Index 19 By R. A. Rice AKA Cyrus Rite


fl
Hit or Split and Strength checks

O
n level one and or level two Monsters, you may roll for a chance to Split.
A odd number is a Split, so you will have two attackers, instead of one.
An even number is a Hit, so you’re lucky and will only have one attacker.

Example: You Rolled a 1, that is a Pest, whose Stats are 1+1d6 Stat points. -1 Attack. -1
Defense. You decided the pest is a Spider, then you roll a three, so it splits into two
Spiders.

On level three to six Monsters, you may roll for an attacker Strength check.

An odd number is a Stronger attacker, so you will then add +1 to the attackers base
attack and or defense points.

An even number is a Weaker attacker, so you will subtract -1 from the attackers
defense and or attack points.

Example: You rolled a 6, that’s a Monster with Level 6 Stat points.

You decide that it is a Giant Snake. +3 Attack. 6 Defense.

Then you roll a 2 for its strength check, so you would subtract 1 from its base points
making its attack +2 and its defense a 5 and describe the reason for the Giant Snake’s
weakness.

It may be blind or injured in some way.

Let It Roll Index 20 By R. A. Rice AKA Cyrus Rite


Other ideas and notes

H
ere you will nd a few other ideas you
may or may not want to use while
playing Let it Roll.

Number One Rule: Don't be afraid to add to


or take away from the rules of this game as
you see t. I created this game for you to
have fun with.

You may want to use a prede ned map or


module from another game. You may want to
use minis or terrain. This is just the bones of
the game, the real game is created as you
play. Use what ever you like to enhance your
fun.

All of the Artwork in this game


was done by the writer.
R. A. Rice - Cyrus Rite

Let It Roll Index 21 By R. A. Rice AKA Cyrus Rite


fi
fi
fi
A note from the author

I
love creativity and I also love Role Playing Games of all kinds, but my
favorite is the Old School, Paper and Pencil style. That is probably because I
got started roleplaying before the computers came out. I’m older than DOS.

I really enjoy all of the old school roleplaying, but sometimes I just didn’t have the desire or
time to required to gure out all of the complex math and or searching the extensive tables that
normally go along with many of those games.

Sometimes, I just wanted to sit down at the table and get right into an Adventure.

So I took some time and created this simple roleplaying game I call “Let it Roll”

It allowed me to enjoy a fun role playing adventure without too much preparation.

The game relies heavily on the imagination. It is lite on rules and materials. Required for play.

I may be a bit biased, but I think that this game is quick to learn and easy to remember.

I hope you enjoy playing the game as much as I did creating it.

If you enjoyed playing the game, I would love to hear from you.

Or if you have any questions, suggestions or comments you can always contact me via email at:
rarice@outlook.com or rpgcyrusrite@gmail.com

A very Special Thank You to: Adam Bragg, who was extremely helpful in
creating and testing this game.

Let It Roll Index 22 By R. A. Rice AKA Cyrus Rite


fi

You might also like