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Read Me

How to Play DNDuet

DNDuet (Dramatic Narrative Duet) is a system for creating custom tabletop roleplaying games with one narrator, at least one player, and a set of RPG dice. The narrator describes the setting and events of the story while the players each control one character.

Action Rolls

The narrator calls for an action roll when a player wants to do something risky. The player describes what they want to happen, rolls 1d20, and adds their most relevant trait score:

Trait Description
Strength Athletics, muscle, melee
Dexterity Acrobatics, stealth, speed
Constitution Durability, damage resistance
Intelligence Memory, logic, investigation
Wisdom Intuition, perception, aim
Charisma Theatrics, persuasion, deceit

The narrator makes an action roll for the obstacle and compares the results. If the player rolls equal to or higher than the obstacle’s roll, the outcome is positive. If not, the outcome is negative. When creating a 1st level character, the player rolls 1d4-2 for each trait to determine their starting scores and rearranges them once. Players increase one trait by 1 point when they level up.

Hit Points

After an action roll, the winner rolls their damage dice to reduce their target’s hit points. When an obstacle has zero hit points, it is no longer a threat. When a character has zero hit points, they suffer a major narrative setback. Players roll their damage dice after 2 hours of rest in a safe place to restore some lost hit points. Characters start with 10 max hit points at 1st level and increase this limit by rolling their new damage dice when they level up:

1st 1d4 2nd 1d6 3rd 1d8
4th 1d10 5th 2d6 6th 2d8
7th 2d10 8th 2d12 9th 3d10
10th 3d12 11th 4d10 12th 4d12

Skills & Spells

Characters use unique physical features, training, intense studies, sacred pacts, and enchanted items to unlock skills and spells. These add one bonus die to a specific action or damage roll, starting with a d4. During a level up, the player can either learn a new skill/spell or choose to upgrade an existing one, if applicable.

+d4 +d6 +d8 +d10 +d12 +d20

Spells are magical actions and their use and cost may differ depending on the existence, rules, and sources of magic in your setting.

Equipment & Items

Tools improve action rolls, weapons increase damage, and armor reduces incoming damage. These three categories of equipment add a fixed bonus between 1 and 6. Artificers can repair and upgrade tools, weapons, and armor given the right time, materials, and payment:

+1 +2 +3 +4 +5 +6

Items are consumables that act as one-use spells or skills. They take the form of potions, scrolls, and even equipment that magically disappears, breaks, or transforms when its power is spent.

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