Gnomes & Trolls: Homebrew TTRPG Rulz

A roleplaying game is a game of imagination and collaborative storytelling. The players create a character based on the following rules, then they pretend to be that character in different situations as presented by the GameMaster (GM). The Game Master is also a player, but more of a storyteller and referee during the game.

Characters are of different species such as elves and dwarves, and have different abilities and skills that can affect the outcome of the game. Classes of skills, such as Fighter, Thief or Spellcaster define the role of the character within the adventuring party, which is comprised of all the players. When you encounter other characters (known as NPCs or Non-Player-Characters) during the game, such as merchants or monsters, the GM takes on their roles and determines their actions.

As players adventure through the world presented by the Game Master, they will gain experience points that are used to gain levels in their class. As a character gains levels they become more powerful—They can deal more damage when they hit, and they can withstand more damage before they become incapacitated.

A role-playing game doesn’t end at the end of a game session with a winner, like in a boardgame or card game. The characters continue their adventures from session to session, increasing in experience. The story is what happens during the game as the players, acting as their characters, interract with the challenges presented by the Game Master.

Core Mechanic

When your character attempts something risky, roll a D20. If the GM asks for an Ability Check, you just need to roll under your Ability Score. Often You must meet or beat a target number (AC or DC), such as when you are making an Attack or making a Saving Throw. In this case your D20 result must meet or exceed the AC (Armor Class) or DC (Difficulty)—add your level to the roll. Characters also have Fury, Finesse and Focus Dice which they can roll to add to the D20 results.

Character Creation

  1. Ability Scores
    Roll 3D6 for each ability, in order: Strength (STR), Dexterity (DEX) Constitution (CON), Intelligence (INT), Perception (PER).

These scores (3-18) represent your innate talent, and serve as your chance of success against difficulties ranged from 1-20. They also add to a characters Hit Points, Armor Class, Fury, Finesse and Focus dice as explained later. Much of the time, your Ability score serves as a default, and you automatically succeed when your ability score is higher than the difficulty of the task. But under duress, the GM may ask you to make an Ability Check, roll a D20. If the roll is lower that your ability score, the check is successful. If your check fails, you may have to make a Saving Throw.

For example, Your character doesn’t need to check their dexterity if they are crossing the street, but they would if running across a rooftop—If you failed that check, you might need to make a saving throw to catch yourself before falling down to the street!

Character races/species
  1. Choose your character’s Species:

· Human: D10 Hit Die.
· Dwarf: D8 Hit Die. +2 STR +2 CON
· Elf: D6 Hit Die.-2 STR, +2 DEX, +2 PER
· Gnome: D6 Hit Die. +3 STR (Surprisingly strong)
· Fairy: D4 Hit Die. -4 STR, +4 DEX , +2 PER

Your Species modifier is added or subtracted to your Ability Score.

Humans are the easiest species for players to understand, as we are all human. The ability scores are not modified, as the game is balanced with human as the default. Human characters are resiliant and have a D10 for thier Hit Die, which is rolled to recover hit points (hitpoints are the amount of damage that a character can sustain before becoming incapacitated).

Dwarves are a familiar species from folk and fairytales. They live in hidden kingdoms beneath the mountains, where they also mine precious metals and gems. Dwarves are master craftsmen and are known for their magical weapons and armor. Stout and short, they have modifiers to their strength and constitution to reflect their increased strenght and stamina. Dwarves also differ from us in their senses, as they can see in the dark by the subtle light (explained below, under Darkvision) as well as their deep sight, which is like x-ray vision. Deep sight allows a dwarf to see through solid stone and other materials to a range of about 30’. This is one of the reasons that dwarves are such excellent miners, since they can see the veins of metal within the rock.

Elves are another species known from folklore and mythology, where they are often called “the good folk”. They vary greatly in size, from very small such as Nisse and Tomte (which might be mistaken for gnomes because of their ponted caps), to medium sized elves like the leprechaun, to high elves such as the Tuatha de Danan who are about as tall as a human teenager. Elves are slender and agile, and have a modifier to their strenght and agility to reflect that. Elves have keen vision and hearing and also get a bonus to their perception. Elves use a D6 for their Hit Die

Gnomes are another species from folklore, very much like the dwarves in their knowledge and crafting of metals. They have the deepsight the same as dwarves, and can see underground by the subtle light as well as they see by day. Gnomes are sensitive to sunlight,so often wear their caps low over their eyes. Gnomes can vary in size, but are generally between 2-3’ tall. Gonks are an unusual type of gnome, which don’t just have a long beard, but fur (and sometimes a tail) over their body! Gnomes are surprisingly strong for their size, often stronger than a man, so have an ability modifier for their strength. Gnomes have a D6 Hit Die.

Fairies are an unusual species. Very small, between 6-12 inches, with wings like an insect or butterfly. Fairies bud on a flower or tree in the spring, rather than being born like the other species, and have sap instead of blood. They have a kinship with plants and trees, and can even speak with them. Fairies are often spellcasters, and use illusions to hide from danger. Because of their small size, fairies have modifiers to their strength and dexterity, and a D4 for Hit Die.

Beholder Snail

Darkvision

While humans see by visible light, there are some species who can see a wider spectrum such as ultraviolet or infrared, or who can see a subtle light from neutrinos and cosmic rays which permeate deep underground.
Gnomi, such as gnomes and dwarves, can see underground as well as men see outdoors by this subtle light. They also can peer deep into stone with an x-ray vision called deep sight. This is why they are such good miners, as they can see the veins and know where to dig.
Elves can see very far, like an eagle. They can see by very faint light, such as starlight, as well as if it were daylight. Underground, elves can percieve the subtle light in the darkness, though not as well as gnomes and dwarves, only about 30’.
Fairies see by daylight, but in a wider spectrum than men. They can see the earth’s magnetic field, just like birds, and they can also percieve the bioelectric fields generated by living things, called auras.
This lets them see invisible creatures, as well as the true form of shape-shifted creatures, and sense their intentions. They see by normal light, but need a candle or lamp to see in darkness.

Hit Points

Hit Points (HP): (CON/2) + Your Species Hit Die (per level). As you gain higher levels, you gain an addition Hit Die which you add to your total.
Hit Points represent your stamina in a fight and how much damage you can take. HP are regained by rest or by healing magic. A character regains 1 Hit Die per hour of rest. When your character rests, roll 1 HD for each hour rested. This is how many hit points you recover. You may require several days rest to heal up from an adventure…

  1. Choose your Character Class. A class is a class of skills associated with a profession or craft. You begin with 10 XP, which is the required number of experience points for 1st level in a Class.
    There are many classes of skills, such as blacksmiths, weavers, bakers, brewers, etc. which are not relevant to adventuring, as they require years of apprentiship… If you want to play these NPC characters, choose to be the Game Master!
    Below are the three basic adventuring classes. Instead of adding a lot of bespoke classes, this game encourages multiclassing as you level up!

Fighter

Whether a knight in shing armor, a barbarian weilding a two-handed greatsword, or a meditative monk trained in the martial arts, all these characters are Fighters.

· Fighter: Add your Fighter level to all attack rolls. Damage Die is by weapon type. The number of damage dice rolled is equal to your fighter level. Fighters have training in both armed and unarmed combat, can use any weapon or armor, and has basic first-aid skills in binding wounds: (recover 1D4 hitpoints).

A Fighter has a number of FURY Dice (D6) equal to STR/2 + Level. You can use these dice to add to any D20 roll. You recover them 1 per hour of rest.

Thief

The Thief is much more than just a burglar, but a master of shadows and stealth. The Thief can disarm traps, sneak into guarded strongholds and make off with hidden treasure without alerting anyone that he was even there!

· Thief: Add your Thief level to D20 rolls for hiding, moving silently, climbing walls, picking pockets, sleight of hand, finding traps, and picking locks. The DC of these tasks will be determined by the GM.

A Thief has FINESSE Dice (D6) equal to DEX/2 + Level. You can use these dice to add to any D20 roll, such as attacks, saving throws, and thieving skills. You recover them 1 per hour of rest.

Sneak Attack: You can Backstab for extra damage dice (by weapon type) equal to your Thief level + 1 when you attack from hiding, or if your target is engaged in combat with another character or otherwise unaware of your attack, such as a ranged weapon attack.

To Hide from an opponent the DC= Target’s Perception score. You can hide even from a target in combat during the Movement phase (though you may be visible to other enemies). Hiding is simply getting into the target’s blindspot (like a Ninja)…

SpellCaster

· Wizard, Warlock, Sorcerer, Druid, Mage, Priest—There are many names for spellcasters, but all of their magic works the same. You cast spells as described below in the Magic section. Wizards also have the knowledge to craft scrolls, wands and staffs, potions and other magic items (with the proper time and materials).

A Spellcaster has FOCUS Dice (D6) equal to INT/2 + Level. You can use these dice to add to any D20 roll. You recover them 1 per hour of rest.

Multi-classing

When you receive experience points, you may choose to add another class if you have enough points. For example you could have levels of Fighter, Thief and Spellcaster. When you are multiclassed and recover Hit points during a rest, you also recover Fury, Finesse or Focus dice (1 per hour of rest), but you must divide the Dice recovered between your classes.

Combat

Initiative & Flow
At the beginning of combat, players roll a D20 for Initiative. The player with the highest number goes first, continuing clockwise around the table taking their turns, Fighters swinging their weapons, Thieves making sneak attacks, Spellcasters firing bolts of magical energy —It is important to remember that players turns are not sequential, but are simultaneously taking place during the same 6 second round.
It is natural for players to want to build off what the player before them did. To keep the suspense, the GM should write down the damage given to each enemy, but NOT announce that they are incapacitated or that they are still up, until it is the GMs turn to attack. Likewise, a player should keep track of how many hitpoints they have left, but wait until it is their turn to announce that they are incapacitated–A character should not be stopping their attack mid-swing to react to what another character is doing during the same 6 second round.

Making an Attack

· Roll a D20.
· Add your Character level to the roll + modifiers (such as from a magic weapon); Fury, Finesse or Focus Dice.
· If the total meets or exceeds the target’s AC, you hit. Roll damage dice based on weapon type.

Armor Class (AC)
AC = (DEX/2*) + Armor + Shield Bonus *round up
Armor Class is capped at 20.

Advantage and Disadvantage

There are circumstances where the GM decides that you have an Advantage. Roll two D20 and take the best result. Conversly, there are circumstances where the GM decides that you are at Disadvantage. Roll two D20s and take the worst result.

Death & Dying

· Incapacitated: At 0 HP, you are out of the fight. All Fury, Finesse,and Focus Dice are expended. Only magical healing or rest can get you back up. Enemy monsters are likewise stunned and incapacitated at 0 HP, and will try to crawl away…
· Instant Death: If a single attack’s damage exceeds your maximum HP, or you are hit with an attack while incapacitated, you die.
· Healing: For every full hour of rest, roll one of your Hit Dice to regain HP. It might take several days of rest to recover all of your hit points.

Magic System

Spellcasters, whether wizards, priest, warlocks, druids or sorcerers, have a number of Focus Dice that they can use each day to cast spells. Focus Dice = INT/2 + caster level. Whenever you cast a spell, you expend one of your focus dice.

Cantrips are simple magical effects,such as detecting magic, igniting a fire, snuffing out a candle, a puff of smoke, throwing your voice, or making a noise, or creating a dim light (like a candle). They use only a tiny bit of power and do not cause damage, and do not count against a spellcasters pool of Focus Dice–But you must have at least 1 Focus Die available to use a cantrip.

As a spellcaster advances in experience the power of their spells increases. A spell like Firebolt does 1D10 damage at 1st level, but increases to 2D10 at 2nd level, and 3D10 at 3rd level. Some spells require the caster to be of a certain level before they can cast that spell.
To cast a Spell, roll a D20 + Caster level, this is your Spellcheck, and determines how potent your spell is and what the saving throw is. A spellcaster can expend a Focus die to increase the spellcheck. If the spell targets an individual, the spellcheck must beat the target’s AC. If the spell targets an area, then anyone within that area is affected, regardless of AC–but they may make a Saving throw for 1/2 damage or to avoid the spells effect.

Spells

· Magic Bolts and Blasts (D10, 1st level) such as a firebolt, lightning bolt or eldritch bolt that are targeted: The Spellcheck must be higher that the target AC or it misses and has no effect. Magic Blasts target an area of effect and ignore AC, but creatures caught in the area can make a Saving Throw to take 1/2 damage. The number of damage dice rolled is equal to the spellcaster level.

· Illusion spells (1st level) affect the senses or perception. Illusions can cause you to see something that isn’t really there, or to not see something that is there, such as Invisibility. The spell takes hold if its Potency > target’s PER Score. If Potency is lower, the illusion fails. Even when a spell succeeds, there may be a chance each round to make a Saving Throw to break the spell. Roll a D20. If the D20 result is > The Spellcheck, the spell is broken. Invisibility ends if the caster makes an attack.

· Divination at 1st level, divination gives yes or no, or direction. It can Identify the enchantment of a magical weapon. At 2nd level get insight or answers to a simple Who, What, Where, When, Why question. To get a longer response or back-and-forth, increase duration, it is level 3.

·Healing magic (D8, first level). A spellcaster may heal someone by touching them and expending a Focus Dice to restore hit points (the number of dice rolled is equal to the caster level. Similarly, a spellcaster can Smite someone to take away hitpoints! The spellcheck must beat the target AC–If using a weapon, the smite damage is added to the weapon damage.

· Charm or Hypnosis (1st level). Give a simple suggestion or command. The Spellcheck is the number to beat to make a saving throw and resist the charm.. Duration is 1 minute. At 2nd level the duration increases to 1 hour, at 3rd level 1 day.

· Telekinesis. at 1st level (Mage Hand) you can move objects at a disdance, as if you were holding them. At higher levels, the amount of weight multiplies by the casters level. For example if you can move 100 lbs at first level, you could move 200 lbs at 2nd level, etc.

· Protection (1st level). Like a personal force field, a spellcaster can cast an Armor or Shield spell and add the dice (D4) results to their AC for 1 minute. At 2nd level, the duration increases to 1 hour. At 3rd level to 1 day. This bonus to AC is in addition to any AC bonuses from enchantment.

· Enchantment. (2nd level). This spell can be used to enchant armor or weapons. Roll D4 and add this as a bonus to the weapons attack rolls, or to an armor’s AC. The effect lasts for 1 hour. At 3rd level, it lasts for 1 day. (In order to be permanent, the spell must be cast on the item during forging, when it is red hot)

· Teleportation, Conjuration and Summoning spells (2nd level). A spell like Misty Step is a short line of sight teleport for the spellcaster. To Portal others or take them with him to a destination known or in sight, the tier increases to 3rd level. To create a portal to another plane of existence (or world) increases the Spell tier to 4th level.
Conjuring or Summoning an object works in the same way, just with the direction reversed. To conjure up an object from a distant place, such as a book of spells that you left back at the castle—or to conjure a monster from a distant place. is a level 2 spell, To Summon a group of creatures is level 3. To resist a summoning spell, the target must make a saving throw against the spellcasters roll.

· Polymorph or Shapeshift (3rd level) is a transmutation that allows the spellcaster to change his or another’s form. You can assume the shape of an animal of HD less than or equal to your caster level (or the target’s HD). Your Hit Points are replaced with the hit points of the animal form, and your damage type is replaced by the animals teeth and claws., but you can still talk. Your clothing and items are not transformed. The Duration of the transformation is 1 hour at 3rd level, and 1 day at 4th level. The caster can dispel the transformation at will. The target may make a saving throw by rolling a D20 to beat the Spellcasting check.

To create a spell from scratch, consult with the DM to determine the spells Sphere or School of magic (what dice it uses) and how the effects will scale at different spell levels, and how it will manifest, so that you can roleplay how it looks to the other players. Give it a name that will associate it with your character!
For spells that deal simple damage, consider the type of effect and use the following dice:
Kinetic or Force: D6
Life affecting, such as Healing/Smite, Radiance (spectral) or Poison: D8
Energy spells, like fire, lightning, cold: D10

Counterspell & Dispel

· Counterspell (1st level): If you have not begun casting a spell on your turn, you may attempt to counterspell another caster. Make a Spellcheck (D20 + your caster level). The DC is the original caster’s Spellcheck result. Success cancels the spell. You can expend Focus Dice to buff the results of the spellcheck.
· Dispel Magic (1st level): Make a Spellcheck against the original Spellcheck result that created the spell effect.

Area of Effect

· Area of Effect: A spell can target an area of effect, rather than an individual target, negating AC. The size of the area scales with the Spell Tier, For a 1st Tier spell, the area is 0ne 5’ x 5’ square. At 2nd Tier, the area is a 10’ x 10’ square. at 3rd, a 15’ x 15’ square…

If you are playing with a Battlemat, each 1” represents 5’–so it is simple to see that the area of effect scales up by Area = (Tier)number of squares x (Tier)number of squares: At 5th Tier, a Fireball affects 5 x 5 squares (25’ x 25’).

All creatures within the area of effect are affected, regardless of AC.

Creatures or characters caught in the area may make a saving throw (D20). If the roll is equal to or higher than the spell’s Potency (Caster’s Spellcheck), they take half damage. If lower, they take full damage.

Potions, wands, scrolls

Some spells can be prepared in advance, during the Spellcaster’s downtime, in the form of wands, potions and scrolls. The spell tier must be one that the caster can normally cast, uses the same Focus Dice as normal to craft. It takes a full day to craft an item.

A Wand can hold 6 charges, and is burned up as the charges are consumed. Scrolls burn as the spell is read. Potions are consumed.

Experience & Advancement

Gaining XP (Awarded per session/adventure)

· Monsters: 1 XP per HD of monsters slain or defeated.
· Treasure: Notable Hoard: 3 XP. Extraordinary Hoard: 10 XP
· GM Bonuses: For clever play and goals.

Leveling Up

Level to Achieve XP Cost
1st 10 XP
2nd +20 XP (30 total)
3rd +30 XP (60 total)
4th +40 XP (100 total)…

XP is a running total. You can split XP to multiclass into a new class (e.g., spend 20 XP for Fighter 2, and 10 XP for Wizard 1).

Monsters

The following table is useful for the Game Master when building an encounter for the party. Rather than an exhaustive bestiary, creatures are grouped by weight, with their average Hit Points, To-Hit modifiers, and XP.
To convert a monster from any other game, estimate its position on this chart by weight, and make a note of its Armor Class and any special abilities.

Scaling Rules

· HP:
· <=1,000 lbs: HP = round up(weight ÷ 20)
· 1,001–6,000 lbs: HP = weight ÷ 20 (exact)
· 6,001–16,000 lbs: HP = 300 + (weight – 6,000) ÷ 33.33
· 16,000 lbs: HP = 600 + (weight – 16,000) ÷ 200
· To-Hit:
· <=1,600 lbs: To-Hit = floor(weight ÷ 200)
· 1,600 lbs: To-Hit = 8 + (weight – 1,600) ÷ 1,600 (rounded to nearest integer, max +19)

Monster HD and Damage

Use the To-Hit modifier to determine the number of dice to roll for damage. if a creature has a +1, then roll 1D (by weapon type). If a creature has +6, then roll 6D for damage.
For example, a large Mountain Troll is wielding a two-handed sword (D12). He rolls his attacks with a +6 to-hit, and does 6D12 damage!

OPTIONAL
To make a monster a bigger challenge, such as a “boss”, give it a boost by adding additional hit dice to increase it’s damage, and even an enchanted weapon. Turn a goblin into a goblin-shaman by adding 1-2 levels of Spellcaster!

Colossal creatures( above 6,000 lbs) Ignore AC —treat all attacks as Area of Effects: DC=To-Hit modifier of the creature, Save for 1/2 damage.

Exclusively at Cults3D

For 3Dprintable files of my work, I have decided to sell the exclusively on Cults3D. I have been on there since they first started, and I think that it is the best platform.

Here are some facts about Cults, from their website:

  • Created in 2014, Cults is the 1st independent platform in the 3D printable files market (we do not belong to a group).
  • Today, we have 11.1 million international makers members registered on our platform.
  • We welcome more than 5,000 new members every day.
  • The platform currently hosts 2.07 million printable designs and a community of 176 thousand designers specialized in 3D printing.
  • Our platform is visited more than 200,000 times per day and we have an audience of 7.3 millions visits per month.
  • We have 55.4 millions page views per month and 3.2 millions unique visitors.
  • We are translated into 7 languages: English, German, Spanish, French, Brazilian Portuguese, Russian, and Simplified Chinese.
  • The geographic breakdown is as follows: 50% Europe – 40% America – 10% Asia & Oceania.

I have tried other platforms, like DriveThruRPG and MyMiniFactory, but they do not have the same reach and visibility as Cults, and it just made sense to me to have all of my STL files in one location.

STL files are used to 3Dprint miniatures and terrain at home on a personal 3Dprinter. For physical minis and figurines, those are available from my Etsy Shop.

PuzzleLock Dungeon II

PuzzleLock Dungeon II is a 3Dprintable terrain system for tabletop RPGs like Dungeons and Dragons or Pathfinder. Bring your miniatures game to life with this immersive, detailed dungeon.

There are 47 unique STL files in this set. Not just tiles–print entire rooms and corridors! The innovative offset wall design gives you the full grid to play on. The walls are 32mm tall (overall 35mm), so they will not obscure the miniatures. The pieces connect with my original PuzzleLock. No clips, no magnets, they connect like a jigsaw puzzle!

The doorways feature working doors! There is a pin edge to the doors, with corresponding holes in the doorways.

Pillars, stairways and rubble are scatter terrain. Place them directly on top of the tiles to create unique rooms.

There are also many tiles to let you build any room that your dungeon may require.

The entire PuzzleLock Dungeon II set of STL files is exclusively available on Cults3D for only $10.

If you have just discovered PuzzleLock, you might also like to check out PuzzleLock Caves and PuzzleLock Sewers & Undercity!

Design for Manufacturing

I was talking to a friend of mine today about a 3Dprinting project. He was unaware that I had a 15 year background in design for manufacturing, and I realized that maybe it would be a good idea to talk about CAD (Computer Aided Design), and how I integrate it with some of the work I create for 3Dprinting.

When creating an object that is to be manufactured, or that has to mate up with other components, It is critical to use CAD to make sure that all of your dimensions and tolerances are going to work. Much of my freelance work combines CAD with digital sculpting, allowing me the best of both worlds–especially when dealing with 3Dprinting.

Part of a Tap Handle designed in Rhino

For this tap handle for Big Bridge Design, which is manufactured with resin 3Dprinting, the handle needs to mate up with a brass insert nut, so that the handle can be screwed onto the beer tap. Using Rhino I am able to utilize the clients 2D Illustrator file (.ai) to create a 3D model with the basic graphic design elements at the precise size, and also create the threads to receive the metal insert. The skulls are sculpted in ZBrush.

Turning the World of Calindria into a 3D model

This globe project was to create a 3Dprintable world for Noble Dwarf, the publisher of a tabletop role-playing setting Legends of Calindria. It is not too difficult to generate terrain based on the clients map, but it also needed to be printed in sections and have keys for assembly.

I created a globe in CAD and split it into sections. then used ARRAY commands to position all of the interlocking keys. The surfaces of the sections were subdivided and projected against the terrain in ZBrush to get the final shape.

Jewelry is also something that is a good opportunity to mix sculpted elements with CAD. This set of cuff links and pendant for 44th Legacy combined a relief sculpture from ZBrush with elements modeled in Rhino. The final pieces were created in bronze with the lost-wax process.

Another jewelry example combines a conch shell with other elements for a custom bracelet for BEACH BY JEWEL