Tabletop Theater RPG
Doxies & Demons is a OSR D&D alternate system aimed at the Game Master who, like me, is too cheap to buy any of the good independent TTRPG systems. Since I already invested too much in TTPRG assets I needed a way to give new life to old D&D modules. Thus, this is a modular system for those who might wish to revive old scripts or modules or add new features to their home brew TTRPG.
While Doxies has evolved from OSR style it contains old, borrowed, and new concepts. It is my personal take on TTRPG for home brew play. As you will see it is informed by 20 years working in Theater, my time as Game Master and my fiction writing.
The point is to offer creative freedom & dramatic possibilities to both player and DN.
The focus is on character development and improvisational story creation. It is not a vehicle for a Dungeon Master’s fantasy story that players merely follow. The DN puts the characters into the scene and together hey build the scene.
The system is suitable for a short game session (one act play) or full five act campaigns spanning many game nights.
Doxies and Demons is an attempt to streamline more traditional rules heavy systems reliant on tables and charts while still using physical representation on a table top. It is also for those who want a jumping off point for creating their home brew environment. It can be used as a conversion system for modules for Advanced D&D 1st and 2nd .
Drama and character development should be emphasized; everything should support cast member and the evolving story. Game Mechanics are not laws but guidelines for the DN.
The player is a cast member in an ensemble action drama.
The mechanics offered here are a guide to create shortcuts for ease of play and inspiration for scene options, not to constrain play into a moribund series of procedures. There are many mechanics listed as optional. They are to be adopted by a Director of Narrative only if desired or useful to action and personal style.
The mechanics offered may be used in whole or combined with other systems to tailor to your needs. While common sense will inform decisions on how to use the mechanics, the underlying question will always be: Does this help enhance drama, help resolve conflict and improve character development.
Some complex tactical mechanics are provided for those who like more strategy in combat. Use the advanced tactic combat if it helps your style or player engagement, otherwise keep it simple.
The Player may become a Hero.
The player would not be in the story as a primary cast member if they were not unique. The player should be above average in certain aspects but room must be allowed for character growth.
It is assumed that the cast member can do things an average person could not. It is up to the Director of Narrative to decided when and if any proposed stage business (player action) strains the reality of the game world in which the action is set. The DN should not set obstacles to scene progress in the form of skill checks that must success for story to advance.
No rolls for stage business unless the proposed action is at the very edge of player capability and strains the fabric of the world in which the play is set.
A player with a skullduggery skill need not roll for every lock picking attempt only one which for dramatic reasons is judged to be at the limit of their skill. The same would be true of a Scholar pondering what an arcane inscription means. The DN either notes in their script that a roll is needed for certain actions or must adjudicate during play any actions the Player wishes to undertake. The exception to that is Combat, which is dice based stage business.
The player doesn’t say “I want to roll for that,” the player says I want to do this or that and only the DN needs to worry if a roll is needed.
In a case where the DN needs the player to check their capability to perform any stage business he also decides which core capability is used. In the case of combat checks, they are done with the specific Combat Strike value which is derived from the core capabilities.
Checks are made against the specific core capability value or lower on a 20d.
Core Capabilities List (Attributes)
- Might: Checks for Strength, affects weapon and armor use.
- Agility: Check for Balance, affect weapon use and armor bonus
- Magic: Check for Arcane Knowledge, affect Magic use.
- Perception: Check for discovery, affects combat
- Intellect: Check for understanding, affects Magic
- Persuasion: Check for social engineering,
- Vitality: Check for shocks to the system, affects Life Force.
- Durability: Check for things that cause special damage, affects Life Force.
Derived Capabilities List (May be modified by increase in Level, magical items, or spell effects)
Certain aspects of play require a combination of Core Capabilities to determine how how to judge a result or a value. The value replaces any reliance of dice tables to determine success.
- Life Force = Vitality + Durability (Damage taken before “hors de combat”)
- Magic Quanta Pool = Magic + Vitality (Number of magic quanta available to use)
- Detect Danger = Perception + Intelligence (Chance to foil ambush or surprise)
- Missile Strike = Perception + Agility/2 (Chance to strike distant target)
- Melee Strike = Might + Agility/2 (Chance to strike adjacent target)
- Magic Strike = Magic + Intellect/2 (Chance at successful incantation)
The additional game mechanics can be useful, but are subject to DN inclusion into their specific game world and play style.
Core Capabilities are assigned not rolled.
Player starts with a value 9 in each Core Capability (CC from now on.) Then 20 points are assigned as the player wishes with no CC allowed to be higher than a value of 16. Certain CC will affect weapon and armor usage.
What does a Core Capability Mean?
- 8 = Below Average
- 9 = Average
- 10 = Above Average
- 12= Heroic
- 14 = Legendary
- 16 = Epic
- 18 = Mythic
Staging the Scene (Stage Business)
Stage time is tracked by Stage Moments for table top encounters where a Moment is a somewhat flexible time span but considered approximately a minute. A Stage Moment is divided into several player and enemy Phases.
Basic Concepts:
- A Stage Moment is approximately 1 minutes of stage time.
- A Stage Moment is divided into 6 phases: Meeting, Missile, Move, Melee, Magic, Management
- Beat points are expended in move phase to move around the stage.
- Beats refill for each new round. Base Beats for player is 14 but may be reduced by armor.
- One Strike action may be made each Moment, either a Missile strike, Melee strike or Magic strike. If a strike is made no action may be taken in the Management phase.
Basic Rule of Thumb:
- 1 Missile or Melee or Magic strike per stage moment.
- Attempting a strike (whether successful or not) will mean no management phase actions.
- It takes one Beat to move one or hex (1 inch or whatever space is taken by a figure).
- The 6th Phase is when any non-combat action is completed, like drinking a potion, binding a wound, search pack, rally troops. It might also include performing some task like lowering the drawbridge, pulling an important lever or snatching a golden idol in preparation for running the heck away.
The Phase sequence
The phase format attempts to create a simple sensed of simultaneous action between Party and Enemy.
- Meeting / Parley
Any special dialogue capabilities may be attempted. Any Role play dialogue, warning or intimidation may be attempted. If no communication attempted then ambush or surprise may be attempted. An attempt at parley does not mean there will be parley. DN decides if there is possibility of parley. Undetected Party members may attempt to move during parley using sneak or stealth but if detected phase ends immediately. Fast talk bonus can be used to stall as player attempts to get better positions. - Missile Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Ranged attacks are made by Party then Foe. Strike damage is resolved after each strike. - Movement is resolved.(each side moves as much or as little as they wish)
Each player in any order is moved up to Beats limit. Party then Foe. Movement stops if one moves adjacent to a Foe. - Melee Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Any player or foe adjacent to a target who has not conducted a Missile strike in the moment may attempt a Melee strike. Strike damage is resolved after each strike. - Magic Strikes are resolved for Party then Foe. (optional morale checks if appropriate)
Any player who has not conducted a missile or melee strike in the current Moment may attempt a Magic Strike. Casting spell, discharge wand, staff, scroll or magical attribute. - Management Actions are all resolved.
If one has not made a Strike attempt then any other stage business may be conducted: drinking potion, binding wound, search a pack, rally troops, etc. Character Status is updated.
Core Capabilities List
- Might: Checks for Strength, affects weapon and armor use.
- Agility: Check for Balance, affect weapon use and armor bonus
- Magic: Check for Arcane Knowledge, affect Magic use.
- Perception: Check for discovery, affects missile combat
- Intellect: Check for understanding, affects Magic
- Persuasion: Check for social engineering, parley,
- Vitality: Check for shocks to the system, affects Life Force.
- Durability: Check for things that cause special damage, affects Life Force.
Derived Capabilities List (May be modified by increase in Level, magical items, or spell effects)
- Life Force = Vitality + Durability (Damage taken before “hors de combat”)
- Magic Quanta Pool = Magic + Vitality (Number of magic quanta available to use)
- Detect Danger = Perception + Intelligence (Chance to foil ambush or sense danger)
- Missile Strike = Perception + Agility/2 (Chance to strike distant target)
- Melee Strike = Might + Agility/2 (Chance to strike adjacent target)
- Magic Strike = Magic + Intellect/2 (Chance at successful incantation)
Core Capability Bonuses
As a Core Capability increased over a value of 12 special bonus are received.
- Missile Damage Bonus
For every 1 point over 12 of the CC for Agility the ranged damage is increased by +1 - Melee Damage Bonus
For every 1 point over 12 of the CC for Might the melee damage is increased by +1 - Magic Strike Bonus
For every 2 point over 12 of the CC for Intellect derived Magic Strike is increased by 1. - Defense Bonus
For every 2 points over 12 of the CC for Agility the DAR value is increased by +1. - Fast Talk Bonus
For every 2 point over 12 of the CC for Persuasion +1 moment to continue parley and stall hostile reaction. - Sixth Sense Bonus
For every 2 point over 12 of the CC for Perception Detect Danger increased by +1. - Quanta Pool Bonus
For every 1 point over 12 of the CC for Magic the quanta pool is increased by +2 - Life Force Bonus
For every 1 point over 12 of the CC for Durability the Life Force is increased by +2
Learned Capabilities List (May be modified by Level, magical items, equipment quality.)
- Skullduggery = Perception + Agility/2 (jimmy door, pick lock, stealth etc.)
- Huntsman = Durability + Perception/2 (Track, snare, survival, scout etc.)
- Weapons Master = Might + Agility/2 (Special Attacks, Strike Bonus, etc.)
- Scholarship = Intellect + Perception/2 (Decipher, Deduce, Discover etc.)
- Healer = Intellect + Magic/2 (Field Dressing, Non-magical healing etc.)
- Leadership = Might + Persuasion/2 (Number, morale, and loyalty of hired help)
- Craftsmanship = Intellect + Agility/2 (Invent, build, repair, non-magic items)
- Showmanship = Persuasion + Agility /2 (Duration and value of performance arts)
The Phase Order
The phase format attempts to create a simple sensed of simultaneous action between Party and Enemy.
- Meeting / Parley
Any special dialogue capabilities may be attempted. Any Role play dialogue, warning or intimidation may be attempted. If no communication attempted then ambush or surprise may be attempted. An attempt at parley does not mean there will be parley. DN decides if there is possibility of parley. Fast Talk may force parley for at lest 1 moment. - Missile Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Ranged attacks are made by Party then Foe. Strike damage is resolved after each strike. - Movement is resolved. (Each side moves as much or as little as they wish)
Each player in any order is moved up to Beats limit. Party then Foe. Movement stops if one moves adjacent to a Foe. - Melee Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Any player or foe adjacent to a target who has not conducted a Missile strike in the moment may attempt a Melee strike. Strike damage is resolved after each strike. - Magic Strikes are resolved for Party then Foe. (optional morale checks if appropriate)
Any player who has not conducted a missile or melee strike in the current Moment may attempt a Magic Strike. Casting spell, discharge wand, staff, scroll or magical attribute. - Management Actions are all resolved.
If one has not made a Strike attempt then any other stage business may be conducted: drinking potion, binding wound, search a pack, wind a crank, rally troops, etc. Character Status is updated.
Melee Weapons Examples (Damage varies by weight and range is adjacent hex.)
- Very Lite: (No Might Min)
Fists, Claws, dagger, cane, rock - Lite: (No Might Min)
shillelagh, small club, long knife (seax), hatchet - Medium: (Might Min 10)
Short sword, hunting spear, studded club, woodsman axe. - Medium Heavy: (Might Min 12)
Long sword, Bastard sword, Mace, Battle Axe, Pole Arm - Heavy: (Might Min 14)
Zwei hander, Great Maul, Footman’s Great hammer, Glave, Military Flail - Very Heavy: (Might Min 18 or more)
Giant monster sized weapon. Ogre club, Giant’s axe etc.
Missile Weapons Examples (Minimum range is 1 hex) No missile attack on adjacent target.
- Very Lite: (No Agility Minimum) Range: 4 hexes
Dagger, dart, rock, Flask/bottle, grenade - Lite: (Agility Min 8) Range: 14 hexes
Sling, Short bow, hunting crossbow - Medium: (Agility Min 10) Range: 16 hexes
Long Bow, Lever Crossbow, staff sling, - Medium Heavy: (Agility Min 12 + Might Min 12) Range: 18 hexes
War Bow, Stirrup Crossbow, - Heavy: (Agility Min 14 + Min Might 12) Range: 20 hexes
Composite Bow, Windless Crossbow (takes a round to load) - Very Heavy: (Agility Min 16 + Min Might 16) Range : 24 hexes
Siege Crossbow (takes 2 rounds to load)
Damage by weapon weight class (Melee & Missile)
Weight | Very Light | Lite | Medium | Med Heavy | Heavy | Very Heavy |
Damage | 1-6 | 1-6 +2 | 2-12 | 2-12 +3 | 3 d6 | 4 d6 |
Armor Damage Reduction
Armor use will mitigate damage. Rather than affect the ability to strike a target, armor will reduce the damage done. Armor has a Deflection and Absorption Reduction (DAR) value expressed for the Monster or Character. The target may have normal armor or intrinsic armor like scales. The Deflection / Absorption Reduction value (DAR value) is deducted from the total damage before damage is deducted from life force.
Basic system armor reduction
Armor Type / DAR / Move in hexes / Weight / Min Might
- No Armor no damage reduction / Move 14 / Very Lite / no minimum
- Gambeson / DAR 1/ Move 12 / Lite / no minimum
- Leather / DAR 2 / Move 12 / Lite /Might min. 10
- Chain Mail / DAR 3 / Move 10 / Medium /Might min. 12
- Partial Plate / DAR 4 / Move 8 / Heavy / Might Min 14
- Gothic Plate / DAR 5 / Move 6 / Very Heavy / Might Min 16
- Shield / DAR 1/ Movement unaffected / lite/ no minimum Might