

Roll 1
A customizable Tabletop Role-Playing Game system for all ages and experience levels!

About
- a quick overview -
My name is Eric and I've been running tabletop role-playing games (TTRPGs) for over 10 years.
Throughout this time I've realized that what separates the TTRPG medium from others is one fundamental concept: improvisation with a chance of failure.
In other words, "let's see if you succeed or not" is at its core, and this simple mechanic is what enables countless stories, adventures, and legends to be born from the creativity of friends around a table, virtual or in-person.
Experiencing the joy this medium brings to others over the years, I wanted to contribute to the community by developing a system that:
1) highlights this simplicity
2) is customizable to many different themes, settings, and worlds
3) is accessible to all ages and experience levels
What resulted after many playtests and tweaks is a system that hopefully accomplishes this, and at the very least, celebrates the heart of TTRPGs.
I look forward to hearing about the stories you create with Roll 1 RPG!
-Eric
How To Play
MAIN CONCEPT:
PLAYERS roleplay characters through conflicts and scenarios created by the GAME RUNNER. To see if characters succeed at tasks or attempts in these scenarios, they roll dice. Anything can happen, and every story told through roleplaying and rolling is unique!
ROLLING DICE
(the foundation)
• When a character attempts to overcome a challenge: roll a pool of six-sided dice
• Success = you roll a 1 on any die

• Failure = you don't roll a 1 on any die

Each character has Traits (Physical / Mental / Social), Skills, Items, and Tags. A specific amount of six-sided dice (d6s) is assigned to each.
When a character attempts to overcome a challenge (anything that has the potential to fail), a dice pool is built starting from a Trait: is this a Physical, Mental, or Social challenge? Once that's determined, additional dice can be added for any Skills, Items, and/or Tags that seem appropriate to the situation (determined or approved by the Game Runner).
Once you have your dice pool (and you take into account the Dice Threshold - see below), roll and find out what happens! This is the time to be creative and roleplay all successes/failures however you and your group want.
DICE THRESHOLDS
(how hard a task is)
• Dice Threshold (DT) = the minimum amount of dice you need in your pool to even attempt to succeed at the task
• If your final dice pool does NOT meet or exceed the DT - you cannot succeed, but can still roll to see if you "get one step closer" by rolling a 1. If you don't roll a 1, the consequences are worse than a regular failure (determined by the Game Runner)
Typical DTs
(based on expertise needed)
• Untrained = 2d6
• Trained = 4d6
• Proficient = 6d6
• Expert = 8d6
• Master = 10d6
• World-Class = 12d6
• Legendary = 14d6+
Dice Thresholds are meant to reflect how hard a given challenge or task is. It's basically saying "you need to be at this level of expertise to even ATTEMPT to succeed at this". For example, to befriend someone at a party doesn't require any training (you need at least 2d6 to attempt this). However, trying to convince a politician to consider your proposal would require Expert level conversation (you need at least 8d6 to attempt this). If your dice pools meets or exceeds this, you have a chance to succeed. If you fail, then it doesn't work. If your dice pool DOES NOT meet or exceed the Dice Threshold, then you cannot succeed at this task. However, you can still choose to roll to see if you "get one step closer". ONE STEP CLOSER: - If you roll a 1, you reduce the Dice Threshold by 1d6 for everyone. - If you DON'T roll a 1, you cannot attempt this roll anymore and the consequences are worse than simply failing at this task. Example: to hack a computer is a 8d6 DT. Your dice pool is 5d6 so you cannot succeed, but you can attempt to get one step closer. • You DON'T roll a 1 = you fail to hack it and alarms go off. • You DO roll a 1 = the DT drops to 7d6 for everyone. Example: You attempt to slash at a dragon with your sword, which is a DT 12d6. Your dice pool is 10d6, so you cannot succeed. However, you choose to try to get one step closer: • You DON'T roll a 1 = you get a Major wound vs a Minor Wound • You DO roll a 1 = the DT drops to 11d6 The Game Runner will always let you know the DT before you commit to a roll, unless there's a rare case that it's kept secret.
BUILDING DICE POOLS
(what it all means)
1) TRAITS: the natural potential of a character
2) SKILLS: a list of learnable qualities that every character can improve over time
3) ITEMS: disposable objects that characters can acquire over time
4) TAGS: special features, powers, or talents unique to each character
5) AIDING: when other Players want to help with a roll
The Game Runner will always walk you through building the dice pools, by first deciding what Trait and Skill fits the situation best. You can then ask if a particular Item you have can add to the dice pool (you can argue the case, if the group is open to that). Items may not come into play for a lot of situations. Then if the situation triggers any of your custom Tags, dice can be added depending on what your Tag says. You then roll and find out what happens! (all of these rules also apply to the Combat section below) Since every situation will fit into one of the three Traits (Physical / Mental / Social), think of Traits as qualities all characters have to some degree. They are the inherent capabilities your character is naturally strong/weak at - the "DNA" or genetic makeup of your character. If they're older or have more experience, think of them as what your character would have naturally grown into. EXAMPLE: 2d6 is the "average person" in your world for each Trait. If your character is naturally gifted in Mental capabilities, they could have 3d6 (a prodigy can have 5d6). If they're not that physically gifted or generally socially unaware, they could have 1d6. Since these are important numbers as they form the foundation of your character's natural abilities, they will always have at least 1d6 as a base, and they will never (or very rarely) permanently increase/decrease. The rare cases they do will be determined by the Game Runner and should be a very big moment or a long time has passed (like getting older). Think of Skills as qualities that anyone can learn and increase/improve over time. These are the "building blocks" of your character - a mechanical way of showing growth and getting better at something. You could start out at 0d6 for a Skill, and over time it can increase drastically if you focus on it. The set of Skills you can improve will always be pre-determined by the Game Runner before the campaign starts, which will be specific to the world you're playing in. In other words, all characters will have the same list of Skills they can choose from and improve over time. Therefore, the list of Skills never change, and your character's proficiency in them can increase if you choose. (You can have 0d6 in a Skill, which just means you don't add any dice to the pool if that Skill is called - your character hasn't trained it.) Items are any objects you can acquire and utilize. They're usually disposable, can have a limited number of use and/or break, and always have a default dice bonus specific for its primary use (determined by the Game Runner). Whenever you're building your dice pool and a particular Item's primary use comes into play, you can add that Item's bonus to the dice pool. If you're using that Item in a different way other than its primary use, ask the Game Runner if that Item could be added to your pool and if the bonus needs to be modified according to the situation. Be prepared to roleplay how your character uses it! EXAMPLE: A flashlight has a default +4d6 in dark environments (its primary use). A character wants to use it in a melee combat situation, in which case the Game Runner determines it's a +1d6 bonus. See the Combat section below for more information on using Items as weapons/armor. Think of Tags as the biggest way to add custom "flavor" to your character - what really makes your character unique and special that no other character has. You and the Game Runner will work together to create these Tags, specific to your character concept. The bonus for Tags will always be +2d6 and will usually come with narrative "abilities" - things you can do that others can't. Because of this, Tags should always be conditional and very specific to the situation, meaning they should only come into play if it meets certain criteria. EXAMPLE: Tracker - When attempting to follow someone or predict where they went, gain +2d6 bonus to roll. EXAMPLE: Super Strength - You can attempt to succeed at challenges related to lifting, pushing, or breaking things with your hands up to a 12d6 Dice Threshold (also gain +2d6 bonus to roll). Lastly, you can try to aid another character by rolling your own pool. You build the dice pool following all the rules above, and any 1s that are rolled are added to the dice pool of the character you're aiding. However, if you fail the roll, that character subtracts -1d6 from their pool. Any number of characters can aid at the same time (if it makes sense). Aiding in this way is different than aiding with Boost Points (see Boost Points section below). In the GAME RUNNER SECTION, you can see templates and tables on how certain amounts of dice translate to "power," effectiveness, or helpfulness.
BOOST POINTS
(rolling extra 1s)
• Any additional 1s on a successful roll gets added to Boost Points.
• At any time, 1 Boost Point can be spent to add 1d6 to a roll.
* You can spend as many Boost Points as you want at one time.
* You can spend Boost Points to aid other Players' rolls.
* You can spend Boost Points after a failed roll.
• All character Boost Points NOT used by the end of the session are added together. Everyone's "Growth" points increase by this number, then all Boost Points reset to 0.
• Character Growth: when your Growth points reach a pre-determined number (chosen by Game Runner), your character gains +1d6 to one Skill of your choosing.
* Growth points reset to 0 after reaching the pre-determined number.
• Gaining more Tags: every 4d6 you gain in a Skill, you gain a Tag specific to that Skill.
* Example: if you have 8d6 in the Persuasion Skill, you should have 2 Tags related to Persuasion.
EXAMPLE: you roll a pool of 5d6 and get - 1 / 3 / 6 / 1 / 1 In this case, you have two extra 1s on top of your successful 1. This means you now have 2 Boost Points to use at any given time, and you can continue to stack up Boost Points as you play. You can also use as many Boost Points as you want at one time. For example, you can use 5 Boost Points to add 5d6 to your roll. You must utilize Boost Points BEFORE you roll - you cannot use Boost Points after a failed roll. You can also do all of the above to help other Players, spending Boost Points to give another Player extra 1d6s for their roll. CHARACTER GROWTH: If you have any unused Boost Points at the end of a session, you must add those together with all other character's unused Boost Points. This total is then added to your Growth point section, and your Boost Points reset back to 0. Whenever your Growth points reach a pre-determined number (set by the Game Runner), you add 1d6 to a single Skill of your choosing. Growth points can carry over after reseting, meaning if the Growth number is 20 and the group ends the session with 22, they level up and also have 2 Growth points after reset. You can change the Growth number if you feel that "leveling up" is happening too fast/slow. Since Players are only increasing one Skill and one Tag at a time, you may need to play around with this number to find a good balance, based on the nature of your group. 20 is a good place to start. REMINDER: If your character gets knocked out at any point during the session, you lose all your current Boost Points and reset to 0. The Game Runner can also give the party Growth Points at the end of each session, based on party accomplishments/victories/memorable moments (see TEMPLATES in the GAME RUNNER SECTION for a guide).
COMBAT
(hits & knock-outs)
• Combat = a fight where someone can get injured or knocked out
• Wounds: every hit a character takes marks a Wound - Minor/Major/Knocked-out
• Weapons & Armor: weapons always add a bonus to dice pool / armor always adds "soak" to Wounds
• Combat Rolling: build the dice pool most appropriate to the fight:
- If you meet/exceed the DT and succeed on the roll, the target takes 1 Wound
- If you meet/exceed the DT and fail on the roll, YOU take 1 Wound
- If you do NOT meet/exceed the DT and roll a 1, you still take 1 Wound but "get one step closer"
- If you do NOT meet/exceed the DT and do NOT roll a 1, you take 2 Wounds
* If you're attacking with no way for the target to easily attack back (such as a ranged attack on a melee target), you DON'T take a Wound on a failure since they can't realistically hit you back.
• Movement & Distance: you must "close the gap" which requires a roll if the target wants to keep their distance or run away (DT determined by Game Runner)
• Healing: If your roll succeeds, character can heal one Wound.
* A character can only receive one healing attempt per long rest.
* One Wound is healed after a long rest.
When characters enter situations where failure could "wound" them in some way or be detrimental to their well-being (to the point of being knocked out or incapacitated), Combat comes into play. Keep in mind that "combat" or being hit doesn't always have to be in the context of physical fighting - it could also be in the form of mental, emotional, or social "combat," as not all situations are physically threatening. COMBAT ROLLS: For any situation that could cause damage, this is resolved through building your dice pool that's most appropriate to the combat situation (typically Physical + Melee or Ranged Combat skill + applicable weapon). Success/failure work the same way as any task regarding DTs, except a success gives a Wound to the target and a failure causes you to take a Wound (Minor Wound, then Major Wound, then Knocked-out). A weapon will always have a bonus to your dice pool, and you can potentially use anything as an improvised weapon with the Game Runners approval, and the bonus will be determined by the Game Runner. Armor will always add a Wound "soak" from 1 to 3, depending on how effective the armor is (1-minor/2-moderate/3-major help). Anything can potentially be used as improvised armor, approved and determined by the Game Runner. Wound "soak" means that any hits you take are applied to the armor first - once that runs out, the armor breaks and you take Wounds as normal. Example: your body armor gives you 2 soak. You take a hit, which reduces this down to 1. You take another hit, your armor breaks (it's now unusable), and the next hit you take will give you a Minor Wound. If you want to get in melee range of a target, you "close the gap" where you must roll if the target wants to keep distance from you or run away (DT determined by Game Runner). This is assuming you're within range or can easily run up to the target. If you can't, you won't be considered part of the combat unless you have a long distance range weapon. When “healing” yourself or another character, as usual the Game Runner will help you build the pool that's most appropriate to the situation (Traits + Skills + Items + Tags). • Success = character can take away a condition (Shaken / Wounded) • Failure =nothing happens A character can only receive one healing attempt per "long rest" (your group can determine what that means). In other words, if someone tried to heal you and failed, you must wait until after a long rest to try again. One condition is "healed" after a long rest. ACTION-RESPONSE SETUP: There is no initiative or turn order - opponents respond to Player actions and vice versa, one by one. Try not to get too bogged down with strict mechanics like distance and actions per turn - treat it like other conflicts where there's a "realistic" action then reaction, giving the Players space to improvise and take turns. If you need to have mechanics for distance, a simple way to measure it is: close (1 action) / far (2 actions) / very far (3 actions) That being said, prior to playing, the group should generally agree on what an "action" means, such as running toward/away, reloading, taking a weapon out, persuading, etc.
THE GAME RUNNER
• Determines the world, including the list of character Skills, discoverable Items, and Tag possibilities.
• Helps Players create their characters, based on the world.
• Creates conflict/scenarios for the characters to interact with.
• Roleplays everything in the world.
• Guides dice rolls and outcomes.
The Game Runner ultimately guides the gameplay, and operates the world that the Players get to roleplay their characters in (which includes roleplaying everything in the world).
There's a lot that can be said for being the Game Runner, so I've created an ADDITIONAL GUIDANCE section that contains more in-depth guidance for all of the above. I'll also be putting out a "Quick Start Guide" soon to help create your own world.
In short, help Players create their characters by allocating points (+6 to Traits with a minimum of +1 in each / +10 to a list of Skills that you create relevant to the world / +4 to Items / +4 to Tags), place obstacles in their way, call for rolls as often as you can, and see what happens!
* See the TEMPLATES page to help customize/populate the world during preparation or on the fly.
EXAMPLE CHARACTER SHEET
(from Superhero world)
* To read more about my philosophy of Roll 1 as a system (the mindset, development, reasons for choosing mechanics, and more), click HERE
* For a fun idea, you can buy blank d6s and mark one side with a sticker or marker, so if you see that mark you know you succeeded.