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NoteQuest Evolved - Homebrew Rules PDF

The document outlines homebrew rules for combat and skill checks in a tabletop roleplaying game. It describes using 2d6 for attacks and checks, with a target number of 5-6 to succeed against weaker opponents and 4-6 against stronger ones. Initiative is determined by rolling 2d6 and trying to get 5-6, with advantages or disadvantages adjusting the target number. Critical successes and failures are possible on double 6s or 1s, with critical hits dealing extra damage and critical failures having random negative consequences.

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0% found this document useful (1 vote)
531 views2 pages

NoteQuest Evolved - Homebrew Rules PDF

The document outlines homebrew rules for combat and skill checks in a tabletop roleplaying game. It describes using 2d6 for attacks and checks, with a target number of 5-6 to succeed against weaker opponents and 4-6 against stronger ones. Initiative is determined by rolling 2d6 and trying to get 5-6, with advantages or disadvantages adjusting the target number. Critical successes and failures are possible on double 6s or 1s, with critical hits dealing extra damage and critical failures having random negative consequences.

Uploaded by

ikerk1han
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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NoteQuest Evolved

Homebrew rules inspired by Tiny D6 & Advanced Tiny D6

● Normal Hit & Traps


○ To hit in combat or example avoid a trap or hazard
○ You roll 2D6 and on 5 or 6 you hit the target or you avoid the trap/hazard same
goes for all enemies.

● Advanced hits
○ To hit a monster depends on size, type or HP
■ Weak, small, medium or 1-5 HP you need to roll 4-6 to hit.
■ Large, Strong, and boss or 6+ HP, you need to roll 5-6 to hit.

○ Enemies hitting PC
■ Weak, small, medium or 1-5 HP, hits PC on 5-6 rolls.
■ Large, Strong, and boss or 6+ HP hits PC on 4-6 rolls

● Initiative
○ At beginning of combat the PC Roll for Initiative by rolling 2D6 and as
Normal try to get 5-6 on the dices to start the round (monsters doesn't roll)

○ However if the PC got some type of advantage the roll becomes Easy and gets -1
on the required roll, so a roll of 4-6 is a success.

○ If the PC got some type of disadvantage on the roll the roll becomes Difficult
and gets +1 on the required roll. So a roll on a 6 is a success.
● Criticals & Critical failure
○ Critical Success:
■ If you roll two or more of the dice rolled on an attack and get 6 on all
dice you have a critical success!

■ Roll an extra damage die!

■ Same for Monsters!

○ Critical Failure:
■ If you roll two or more of the dice and you got 1 on all dice, you have a
critical failure!

■ Roll a D6 and see what's happening based on the list below.


● Make your own list of bad things that can happen on a critical
failure.

■ If a monster has a critical failure, next round it's -1 to hit on them.


● (Example: The Orc critical fails and requires 4+ to hit, for the
next round any hit on 3+ hits.)

Critalfails
1D6 Effect

1 Weapon Breaks

2 You drop the weapon, 1 action to pick it up.

3 You hurt yourself! Roll the weapons damage dice

4 You got -1 to get hit.

5 Nothing happens.

6 Nothing happens.

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