We Love Dinky Dungeons
He who laughs last is still alive.
 
Dinky Dragons
About This Game
Make A Character
General Rules
Combat Rules
Special Attacks
Magic Rules
Spellbook
Adventuring Gear
Bestiary
Maps & Art

Game Aids
Choose A Name
Random PCs
Gaming Glossary
Tips for GMs
 
The Game, The Legend
Poor Knight

Dinky Dungeons is a very simple roleplaying game. There are two primary attributes, Physical and Mental. They range in value from 1 to 6 and are generated randomly by rolling 1d6. There are four races to choose from – Human, Elf, Dwarf and Fuzzy Winker. The later are one-foot tall, cowardly rodents who can’t use armor, weapons or magic. There are three classes available – Bard, Fighter and Wizard. Bards and Wizards begin with a number of spells equal to the Mental attribute, rounded up. The amount of starting gold depends on class, at most 2d6. There are three figured attributes. Spell Points are equal to the Mental attribute and regenerate daily. Idea and Muscle Points available per day are equal to the Mental and Physical attributes, respectively.

For combat, a turn is one minute long. Initiative is determined by adding Physical and Mental – the highest scores go first, ties are broken by rolling 2d6. The attacker’s and defender’s attributes on compared on a combat table. Physical is used for ranged and melee attacks, while Mental is used for magical ones. Armor adds a defense bonus against physical attacks, but an equal penalty against spells. The combat table gives a target number. The attacker must roll this number or less on 2d6 to hit. Rolling doubles (two identical numbers) results in a special outcome, ranging from damaging one’s self to instantly decapitating your foe. Damage depends on the weapon, ranging from 2d6- (take the lowest die) to 2d6+ (take the highest die). Wounds subtract from the Physical attribute. A character is killed when Physical reaches zero. At -20 Physical, “your body was never found”. Some spells cause Mental damage. At zero mental, you are a brain-dead zombie. Ranged weapons can hit targets Physical hexes away if thrown, or Physical+2 if fired.

Spells cost Spell Points to cast. Their range is limited by line-of-sight for Wizards and ear-shot for Bards. There are seven Wizard spells and six Bard spells. The target gets a saving throw. Rolling doubles reduces the damage by half. The Wizard spells are Light, Hold/Release, Fire, Shield, Death Spell, Illusion, and Charm/Fear. The Bard spells are Illusion, charm, Detect Magic, Confusion, Song of Power, and Shadowalk.

There are no individual skills to learn. Idea and Muscle points can be used to attempt feats. Only one attempt can be made on a specific action. A roll of 2d6 determines the outcome, ranging from failure to a free success that doesn’t cost a point.

One gold coin is equal to ten silver coins. The armor list includes leather, chainmail, plate and shield. Light weapons are fangs, claws, horns, small club, shield rush and dagger. Medium weapons are medium club, spear, quarterstaff, hammer, mace and sword. Heavy weapons are heavy club, dragon claws, battle axe, polearms, flail and great sword. Ranged weapons are spear, dagger, bow and crossbow. Basic goods include clothes, food, rope, horse with tack, torch, sack, flint, and iron spike.

The experience point system is simple – add one to an attribute after each adventure.

The monster list includes 37 creatures, each with special notes.

 
Modules
Find Players
Reddit
Nearby Gamers
Meetups
Find Gamers

Other Games
Dragon & Wizard
Kingdoms
 


Site Map