Deathtrap Games Rules Cyclopedia
A Resource for Hacking Rules in Table Top RPGs
Tools to Help You Use this Website
(Move to ...)
Game System Hacking 101 pt. 1
Game System Hacking 101 pt. 2
TTRPG Rules Hacking in Action
▼
Sunday, February 28, 2021
Boosts
›
Boosts Contributed by: McChuck Description: Characters have Boosts which passively grant bonuses to certain actions. Actively using the bo...
Progressive Damage
›
Progressive Damage Contributed By: McChuck Description : Characters have few hit points, which are easily recovered outside an encounter. W...
Wine Recovery / For Medicinal Purposes
›
Wine Recovery / For Medicinal Purposes Description : Characters may once per day recover from a small amount injury by drinking alcohol. Fo...
Thursday, February 25, 2021
Evolving Magic Items
›
Evolving Magic Items Description : Magic items are exceedingly rare. They begin with a single ability, but gain more abilities as their wiel...
Pact Magic
›
Pact Magic Description : Spells are replaced by relationships with spirits that have broad spheres of influence. The spirit may be called on...
Failing Forward
›
Failing Forward Description : Task resolution rolls that do not indicate success do not mean simply failure that halts forward momentum; ins...
Abstract Coin
›
Abstract Coin Description : Treasure is abstracted from numbers of coin, gem, jewels, and artifacts into a Wealth statistic that a character...
1 comment:
Panic!
›
Panic! Description : Characters trapped without light underground experience extreme terror that can cause confusing, trauma, or even death ...
Simplified Wounds
›
Simplified Wounds Description : Hit points are abstracted either into the number of Wounds that the target can take (in OSR games this is e...
Player-Facing Defense
›
Player-Facing Defense Description : Game masters do not roll for attack, instead PCs have a defense ability they roll when attacked to beat ...
Zones - Subjective
›
Zones - Subjective Description : Movement, reach, attack ranges, and spell effects are measured in zones: close, near, and far . Each is ...
Zones - Objective
›
Zones - Objective Description : Distance is abstracted into either three zones: near, far, and close or into two zones: here and there ...
Timed Initiative
›
Timed Initiative Description : Players have a limited time to declare their action. If they do not have one to declare, they default to a de...
Simultaneous Initiative
›
Simultaneous Initiative Description : Players declare their actions without establishing initiative; the GM resolves all events in a phase o...
Carousing
›
Carousing Description : Characters may spend a randomized amount of treasure to go on a bender, earning XP or other rewards. Causes a roll o...
‹
›
Home
View web version