Hundred Dungeons: The Acrobat

Hundred Dungeons: The Acrobat

The acrobat is a poised and limber figure, trained in body and mind to overcome physical obstacles with grace and endurance. An acrobat often uses their own body in place of gear, leaping where other adventurers run.

Whether they swing on the chandelier or meditate to balance energy and withstand incredible force, an acrobat’s true skill is in making the impossible look easy.

The Pillars of a Roleplaying Game

The Pillars of a Roleplaying Game

For a decade now, we’ve been told that Dungeons & Dragons (and roleplaying more generally) rests on three pillars of play: combat, exploration, and social interaction. This was brought up throughout the D&D Next playtest and laid out most clearly in the 2014 Player’s Handbook.

Hundred Dungeons: Recuperation

Hundred Dungeons: Recuperation

Our final mode of play for Hundred Dungeons is Recuperation, which incorporates rest, downtime, and wealth management. When the pressing danger of adventure subsides, characters need to rest and spend time furthering their personal goals. Recuperation is a realm of play with no set time scale. It begins when the party isn’t immediately entering another realm of play.

Hundred Dungeons: Combat

Hundred Dungeons: Combat

This is the fourth post showcasing rules from Hundred Dungeons, a free roleplaying game that borrows from d20 fantasy, OSR, and narrative games like FATE. Today we’re looking at Combat, the third mode of play. If in reading these posts, you haven’t yet had the thought that Hundred Dungeons is a sort of retroclone of 2014 D&D, today’s post might get you there. It’s fairly obvious where the starting point for the Combat rules came from.