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The

GLOG

The Goblin Laws of Gaming

Version -1.0

by Arnold Kemp

at goblinpunch.blogspot.com

Creative Commons Attribution-NonCommercial-ShareAlike 4.0

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Table of Contents

Overview....................................................................................................................................................................... 3

Design Philosophy................................................................................................................................................... 3

Base Mechanics........................................................................................................................................................ 3

Level........................................................................................................................................................................... 3

The Base Adventurer ............................................................................................................................................ 4

Leveling Up.............................................................................................................................................................. 4

Class Templates....................................................................................................................................................... 4

The Character Sheet................................................................................................................................................... 5

Ability Scores........................................................................................................................................................... 5

Conviction................................................................................................................................................................. 5

Hit Points................................................................................................................................................................... 6

Recovering Hit Points............................................................................................................................................. 6

Injuries, Insanity, Trauma, and Doubt................................................................................................................ 6

Attack ........................................................................................................................................................................ 7

Defense...................................................................................................................................................................... 7

Stealth........................................................................................................................................................................ 7

Move........................................................................................................................................................................... 7

Initiative..................................................................................................................................................................... 7

Save .......................................................................................................................................................................... 7

Inventory Slots and Encumbrance...................................................................................................................... 7

Melee Weapons........................................................................................................................................................ 7

Ranged Weapons..................................................................................................................................................... 8

Armor........................................................................................................................................................................ 8

Breakage................................................................................................................................................................... 8

Abilities .................................................................................................................................................................... 8

Skills........................................................................................................................................................................... 9

Gameplay...................................................................................................................................................................... 10

Starting Equipment............................................................................................................................................... 10

Starting Skills......................................................................................................................................................... 10

Combat Maneuvers............................................................................................................................................... 10

Hirelings................................................................................................................................................................... 10

Pets........................................................................................................................................................................... 10

Poison....................................................................................................................................................................... 10

Drunkenness........................................................................................................................................................... 10

Shields...................................................................................................................................................................... 10

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Overview

Design Philosophy

1. Compatibility with old modules. Simple

enough to perform conversions on the f ly.

2. Low Power Level. Each level gives you

diminishing returns. The power curve

f lattens out drastically after 4th level. No

supermen.

3. Accessible for new players. They should

be able to make a character in 10 minutes,

then learn the rules as they play.

4. Simple. Consolidate ruthlessly. Turn two

rolls into one, turn one roll into none.

Turn tables into formulas, turn formulas

into static numbers.

5. Fast to play. Prioritize f lexibility over

comprehensiveness, rulings over rules,

simplicity over realism.

6. Hackable. No dependencies, no power

expectations. If a player requests it, a DM

should be able to design a custom class in

5 minutes. Player characters are just a

few templates bolted onto a common

chassis.

Base Mechanics

Nearly everything uses a d20 rolled against a

target number. If you roll equal or less, you

succeed. For example, if you have a Strength of

9, you have a 45% chance to succeed on a

Strength check. Bonuses and penalties are

usually +/- 2 or 4.

Contested checks are likewise resolved with a

single roll. The player makes their check with a

bonus or penalty proportionate to how far the

opponent's stat is from 10. Examples:

Shoving: The PC has Str 11, the orc has Str 14.

The PC needs to roll a 7 or less to succeed, since

11 – 4 = 7.

Attacking: The PC has Attack 12, the orc has

Defense 16 (plate). The PC needs to roll a 6 or

less to succeed, since 12 – 6 = 6. If they were

attacking an ooze with Defense 8, they would

need to roll a 14 or less to succeed.

Level

A measure of your character's power. It goes up

as you gain experience. Characters do not roll

their HP, but their HP is based off their

Constitution (which was rolled randomly),

because I think it's fun to sometimes start with 1

HP.

For this reason, characters don't really have hit

dice (HD), but since some spells affect HD, treat

their HD as equal to their level, up to a

maximum of HD 4.

At level 4 a character has access to all of their

abilities, and is considered “fully grown”. Any

other abilities you gain beyond this point are the

result of questing, not merely leveling up. If you

want fireball, you'll have to quest for it. And

adventures should hand out quest abilities pretty

often. Did you survive the ice fairy's

transformation plague? Well now you have the

permanent ability to transform into a rabbit.

Experience Points

You gain 1 XP for every copper (c) you obtain

through adventurous means.

• 1 gold gildrek = 10 silver smoldreks

• 1 silver smoldrek = 10 copper cupreks.