Polyhedrals

A dice based roleplaying game. Where players collect dice as loot and use them to increase their chances of success. But be careful, once you use those dice, they cannot be used again. Will you play it safe or take a chance of being a hero?

Role Playing

This is a role playing game. You will pick an unique personality who will interact with fellow players and the fictional world. There are no rules in this section. Go with what seems fun and is agreeable with the other players.

Mechanics

Each player always has a standard 20 sided die to determine the success or failure of actions. Players also obtain additional 4,6,8,10 and 20 sided dice that they can draw from to add to their rolls. Those dice are then discarded and cannot be used again. Use as many or as few dice as you wish.

Combat

Active combat proceeds clockwise around the table starting with the character who initiated the first strike. Players may take various actions in combat.

Move

You may move your character from one zone to another in relation to a target. The three zones are touch, near, and far.

Action

Actions can include grappling, knocking down, taunting, anything that you would use to affect your target other than doing damage. Success is on a total dice roll greater than ten, if the action has not been successfully resisted by the target. These are a broad area of actions that can be reasonably performed under the circumstances of time and surrounding.

Attack

When attacking, you must roll a total number greater than 10 to damage your opponent. For each point over 10 you deal 1 point of damage. If you roll a natural 20 you get to keep any bonus dice rolled instead of discarding them.

Resist:

This is a choice of the target. Before the attack or action roll is made, the target may choose to roll any number of dice to resist the damage of an attack. This comes at the expense of their next turn action. They may resist only o attack per round.

Use an item or ability

Potions, class abilities, or other items may be used.

Aid another

Players may aid another by donating their dice towards another character’s roll.

Non Combat Actions

Any action that may result in failure

A player may wish to pick a lock, jump a chasm, or perform a task which is difficult and maresult in failure. The player must use a additional die that is used up on the attempt. Actions can be anything that the players and game master agree on as being plausible within the scope of scene.

Visit the Alchemist shop

If the party is close to a settlement, they may visit the local alchemist and exchange collected dice for potions. Or other items you come up with.

Consulting the Oracle of Truth

A character may roll an 11 or greater to determine the truth of a matter known to the Oracle of Truth. An expendable die must be used also. If the answer is beyond the oracle, the dice are not discarded by the player.

Healing

By way of a character's class action, potions, or seeking help at a settlement.

Character Classes

Characters begin with X hit points. Their maximum HP may increase by expending bonus dice the player has at the end of each session, up to a maximum of 5 points per session.

Alchemist

The alchemist may convert any die from one form or another, creating potions from pooled dice or vice versa. During combat, an alchemist must use a full turn to do a conversion.

Bard

The performer may distract and confuse an enemy by rolling 11 or above. The bard must choose from these effects; the target cannot resist any attacks, attack on their next turn or move on their next turn. The bard can also roll to inspire their companions. A success is for 1 round, the number of rounds may be increased by a number rolled by any number of dice from their pool. The inspiration allows the bard’s companions to reroll any one die for the duration of the effect.

Healer

The healer rolls a D20 and any bonus dice chosen by the player. A total dice roll below 11 results in a failure. All points rolled above 10 count towards healing. The healer may expend a die at any time to cure a sickness or disease without rolling.

Mage

May discard one die to perform a spell. The expended die for Spells that cause damage are rolled and the result added to damage above the original 10 points to hit. For a spell to last more than a single turn, the mage must expend dice. The number of the second rolled die indicates the duration the effect lasts. 1 die for turns, 2 dice taking the best result for hours, 3 dice taking the best result for days.

Rogue

Rogues can roll to deceive. A successful roll means the target believes them and acts accordingly. They can also roll to hide. Once hidden, any attacks they make may not be resisted and double the damage points inflicted.

Warrior

Warriors roll two D20 in battle and take the best result. Damage rolled that surpasses the target's total HP may be applied to another nearby target.

Loot

Most loot, either found in a locked chest or relieved from the pockets of fallen foes will be in the form of dice which may be added to your pool. Other items may appear from time to time based on the story or GM's discretion.

Death

When a player drops to 0 HP, they must roll a die from their pool to determine how many rounds until they are dead. If their pool is empty, another character may offer one of their dice. If no dice are offered at this point, the player is dead. But upon rolling a die, the player has that many rounds for someone to heal them before they die.

Items:

Potions:

Potions may be used during one’s turn or out of combat. The effect of the potion cannot be blocked. The die representing the potion is rolled to determine the magnitude or duration of the effect. Some ideas for types of potions include:

Healing: Replaces lost hit points.

Force: Causes or restricts motion.

"Damage": Causes loss of the target’s HP.

Supplies: Craft or forage a number of sundry items.

Illusion: Minor visual effects.

Come up with your own!

Armor

Eventually you may find armor that reduces damage inflicted. But as of right now that is left to the dice. Any armor may be considered cosmetic or story relevant at this time.

Weapons

Eventually you may find weapons that increase damage dealt. But as of right now, that is left to the dice. Any weapons may be considered cosmetic or story relevant at this time.

Advancement

At the end of a gaming session, players may convert any of their bonus die, 1 for 1 to gain more permanent HP. Items with special abilities can also provide a means of advancement. Maximum 5 HP points per session.

Game Master

To keep the game simple and more accessible, you may use only D20s and D6s for play. But you can use any combination of dice you prefer.

The game master decides on the difficulty of the enemy in the following ways.

Setting the number of adversaries.

Setting the number of bonus dice the adversaries have.

Setting the types of bonus dice the adversaries have. Dice that represent potions, magic items, etc.

Determining how the adversaries utilize their dice.

It is intended for the die pool to contribute to any special abilities and characteristics rather than set items or inated characteristics. But that is up to the GM to decide.

Foes and adversaries

Small 6hp, 3d4 dice pool.
Medium 12hp 2d4,2d6 dice pool.
Large 20hp 8d6 dice pool.
Boss 30hp 6d8, 6d10 dice pool.

As you play, tweak your HP and dice count to find the best numbers that allow the combat to last between 3-4 rounds.

Optional Rules

Rules add complexity but also add clarity. However, you don't want to have to look up rules all the time. Here are some simpler rule changes that may make your game more interesting.

Changing the target

The number to beat is 10, but you can tell the players that something is a little easier, or a little harder and give them a new number to beat before they decide to roll.

Rolling Doubles

When any of your dice come up double, you get to roll those dice again and add them to your total. Except for instances when you roll only ones.

Snake Eyes

Rolling a 1 on a D20 roll or rolling double 1s on any dice invokes a mishap.

Dice Colors

Bonus dice colors can be used to restrict the type of magic a mage uses.

Red for fire, blue for water, white for ice, purple for illusion, yellow for air, green for nature, etc. Allow the player to create a customized list of corresponding spells and colors.

Upgrading dice and potions

An alchemist or mage may expend a die to upgrade potions or the dice pool by 1 die step. D4>D6>D8>D12. The number rolled indicates the number of dice upgraded.

Combat Example

Nadia attempts to attack a giant land squid. Nadia has chosen to add 2 six sided dice to her standard 20 sided die attack. She rolls 12, 4, and 1 for a total of 17. That is 7 points over 10, so she deals 7 points of damage.

Isaac decides to roll just his D20 and 1 D6, he rolls a 1 and a 2 for a total of 3. He did not deal any damage to the squid.

Aaron is a warrior and rolls an attack with two D20s and adds a D10 and a D4 and gets 11, 20, 9, and 4. He takes the 20 over the 11 for his D20 rolls. His total is then 34, so he scores 24 points of damage. But since he rolled a natural 20, his D10 and D4 are not discarded, and he may use them again later.

Pool management option

Start with a set amount of D6 dice. Allow for replenishment by rest 50% first rest, 25% second, 10% third per session.

Determine dice as loot by rolling a bunch and only award ones that come up over or under a certain number.

Edited 4/20/2023

Nick Phoenix poly@level2199.com