Active Slots hold worn armor, shield, weapons, and belt consumables (instant combat access). Stowed/backpack items belong in Passive Inventory (Notes Box; costs 1 Action Phase to retrieve in combat). Exceeding Active Slots forces Disadvantage on Evasion.
One participant acts as the Guide; all others play Adventurers. Requires a single 20-sided die (d20) per player and these core rules.
Building an Adventurer requires four foundational steps:
| d8 | Thematic Drive Choice | Thematic Background Choice |
|---|
All risky tasks, skill checks, attack rolls, and evasions target a static Universal Baseline Threshold of 14.
Rounds represent 6 seconds of simultaneous action. System is 100% Player-Facing: no out-of-turn reactions.
| Lvl | XP | Permanent Upgrades Unlocked (Max +4 Cap EVER) |
|---|---|---|
| 1 | 0 | Base vitals, 1 Starting Archetype Passive & 1 Tier 1 Talent. |
| 2 | 10 | +1 to any Attribute (Max +4 cap). Unlock 1 Tier 1 Talent. |
| 3 | 20 | +3 Max HP & +1 Max Force (Flat increase). Unlock 1 Tier 1 Talent. |
| 4 | 30 | +1 to any Attribute (Max +4 cap). Unlock 1 Tier 2 Talent. |
| 5 | 40 | +1 Max Reflex (Flat pool increase). Unlock 1 Tier 2 Talent. |
| 6 | 50 | +1 to any Attribute (Max +4 cap). Unlock 1 Tier 2 Talent. |
| 7 | 60 | +1 Max RP (Flat pool increase). Unlock 1 Tier 3 Apex Talent. |
| 8 | 70 | Unlock 1 Tier 3 Apex Talent (Max Level Cap). |
Formula: Base Dmg + Attr Mod = Total Flat Dmg
| Weapon Style | Base | Range | Hands | Attr |
|---|---|---|---|---|
| Unarmed Strike | 1 | 1 Pace | 1 Hand | Might/Agility |
| Improvised Tool | 2 | 1 Pace | 1-2 | Might |
| Ranged/Thrown | 1 | 3 Paces | 1 Hand | Agility/Will |
| Ranged Weapon | 2 | 8 Max | 2 Hands | Will |
| Light Melee | 3 | 1 Pace | 1 Hand | Might/Agility |
| Heavy Melee | 4 | 1 Pace | 2 Hands | Might |
Active Capacity: 4 + Might Mod Slots | Over-Encumbered = Disadv
| Armor Type | Evade | Speed | Requirements / Rules |
|---|---|---|---|
| Unarmored | +0 | +1 Pace | Max mobility (4 Paces base). |
| Light Armor | +1 | +0 Paces | Req 1 Might/Agility. Disadv Stealth. |
| Medium Armor | +2 | -1 Pace | Req 2 Might. Disadv Stealth. |
| Heavy Armor | +3 | -2 Paces | Req 3 Might. Disadv Stealth (Min 1 Pace). |
| Shield | Guard | -1 Pace | 1 Hand. Active Guard = Action + Move. |
MIGHT / FORCE (1-COST):
AGILITY / REFLEX (1-COST):
AGILITY / REFLEX (CONTINUED):
WILL / RESOLUTE RP (1-COST):
MIGHT / FORCE (2-COST):
AGILITY / REFLEX (2-COST):
AGILITY / REFLEX (CONTINUED):
WILL / RESOLUTE RP (2-COST & 3-COST):
All player actions target the static Universal Baseline Threshold of 14.
β’ Minor (3 Dmg) | Major (6 Dmg) | Lethal (10 Dmg)
| Threat Tier | HP | Dmg | Move | Tier Trait |
|---|---|---|---|---|
| Tier 1: Minion | 3 HP | 2 Dmg | 3 Paces | Swarm: Drops in 1 hit. Groups force Disadv. |
| Tier 2: Standard | 12 HP | 4 Dmg | 3 Paces | Standard frontline combatant. |
| Tier 3: Elite | 25 HP | 6 Dmg | 4 Paces | Hard Target: Player attacks suffer Disadv. |
| Tier 4: Boss | 55 HP | 7 Dmg | 4 Paces | Frenzy: 2 Actions/turn (roll Evade 2x). |
Assign 1 role to any Tier above to stack its trait onto the enemy's base stats:
| Mob Archetype | Tactical Trait (One-Liner Rule) |
|---|---|
| 1. Brute | Heavy Hitter: +2 Flat Dmg (-1 Movement Pace). |
| 2. Sniper | Dead Eye: Range 8 Paces (+2 Dmg vs target in open). |
| 3. Disruptor | Crowd Control: Hit forces Might check vs 14 or Dazed. |
| 4. Protector | Intercept: Takes flat damage for adjacent ally. |
| 5. Commander | Aura: Allies in 3 Paces +1 Pace & auto-succeed 1st Morale Check. |
| 6. Swarmer | Swarm: Drops in 1 hit (3 HP). Pairs force Disadv. |
Scaling Brackets:
Encounter Templates (Baseline 4 Players):
Status Conditions (Players & Enemies):
Rest & Recovery Mechanics:
Easy Play D20 adapts instantly using active setting flavoring. All mechanics rely on static flat damage, uniform baseline thresholds, and abstract Loot Tags rather than complex currency math.
Wealth is tracked using abstract Loot Tags divided into two categories:
| Genre | Minor Loot Tag Example | Major Loot Tag Example |
|---|---|---|
| Fantasy | Pouch of Silver, Bandit Bounty | Dragon Scale, Ancient Relic |
| Cyberpunk | Cred-Stick, Black Market Cash | AI Core Chip, Prototype Cyberware |
| Sci-Fi | Fuel Credits, Cargo Pass | Alien Artifact, Pure Plasma Gem |
| Post-Apoc | Bottlecap Pouch, Unspent Ammo | Intact Pre-War Engine, Water Filter |
| Steampunk | Brass Sovereign Coins, Aether Token | Clockwork Core, Flawless Diamond |
| Space West | Bounty Dollars, Saloon Poker Chips | Stolen Hyper-Drive, Alien Skull Relic |
The Guide can adjust the baseline threshold of 14 to set campaign tone:
Gear names automatically reskinned for Universal Rules:
Using any consumable costs 1 Action Phase. Roll 1d20 for random loot drops:
| d20 Roll | Fantasy | Sci-Fi / Cyber | Post-Apoc | Mechanical Effect |
|---|---|---|---|---|
| 1β2 | Healing Salve | Hypo-Med | Bandages | Restores 5 HP OR clears 1 Condition. |
| 3β4 | Focus Elixir | Neural Stim | Chems/Pills | Regains 1 Force, Reflex, or RP pool point. |
| 5β6 | Fire Oil | Overcharge Cell | Hollow-Point | +2 Flat Damage on next successful hit. |
| 7β8 | Flash Powder | EMP Grenade | Pipe Bomb | Throw 3 Paces: Target Agility vs 14 or Dazed. |
| 9β10 | Smoke Vial | Holo-Screen | Smoke Canister | Creates 1-Pace cloud for Concealment. |
| 11β12 | Skeleton Key | Bypass Chip | Pry-Bar | Advantage on 1 lock, hack, or forced entry. |
| 13β14 | Grapple Hook | Grapnel Gun | Rope Launcher | Ignores vertical move cost up to 4 Paces. |
| 15β16 | True-Strike Dust | Targeting Link | Tracer Rounds | Next attack completely ignores target cover. |
| 17β18 | Shield Patch | Hard-Light Rig | Scrap Plate | +2 Evade vs next 1 incoming attack. |
| 19β20 | Hunter's Tag | Tracker Dart | Paint Marking | All party attacks vs marked target gain Advantage. |
Spells/cybernetics use standard class features & weapon math in setting flavor: