Chapter 1: Playing the Game
Imagination is the name of the game! Monsters & Magic is a collaborative storytelling game where the players and the game master play together, sometimes with the dice, sometimes against the dice, to tell a story that everyone at the table can enjoy.
Player or Game Master?
Player characters, or PCs Game Master, or GMs.
Dice
Dice are what you roll with! They’re what add randomness to the game and
Dice Notation
When you’re asked to roll dice, what dice (the number of sides the dice has) is indicated by a d followed by a number—a d6, for instance is a six-sided die, a d10 is a 10-sided die. The number of dice you should use is indicated by a number before the d—if you’re asked to roll 2d10, you’ll be rolling 2 ten-sided dice.
If you have a modifier, you’ll add it after the dice you’ve rolled. If you’re rolling 2d6+5, you’ll roll 2 six-sided dice, then take that result and add 5 to it; 1d12-2, and you’ll roll 1 12-sided die, then subtract 2 from it.
Sometimes, you’ll be told to increase or decrease a die size. Changing a die size by one step should change the average you can roll with it by about 1. If you need to decrease the size of 1d6, for instance, you’d instead roll 1d4. Sometimes, though, you’ll need to change the number of dice you roll, not just the number of sides the dice has—increasing 1d12 would become 2d6 instead of 1d14 (which is fairly uncommon). With a typical set of dice, the you’ll generally use the following scale:
11d41d61d81d101d122d63d4
Percentile Dice
Some rules may refer to a d100 or a d%; this is a percentile roll. You’re unlikely to find a die with 100 sides, so instead, you should roll 2d10, designating one as the “ones” digit, with two 0s as 100. You may be able to find a d10 that is numbered in increments of 10 to make percentile rolls easier.
Odd Dice Faces
Dice with an odd number of faces, like a d3, are typically hard to find as well. In these cases, if you can find an even faced dice thats twice the odd number you need, in this case a d6, roll that instead, divide the results by two, and round up.
What are Dice Used For?
The most common uses of dice in Monsters & Magic are:
- Ability Checks
- A pair of 10-sided dice (2d10) is the most common roll you’ll make while playing Monsters & Magic—it’s what you roll when you make an ability check, the mechanism to determine whether a creature succeeds or fails when they attempt something.
- Damage Rolls
- The second most common roll you’ll be making. Instead of rolling 2d10, you’ll be rolling with a die (or dice!) based on what you’re attacking with. Weapons all have a damage die associated with them, as do damage dealing spells. When attacking with a weapon, add the ability you used to make the attack roll with to the weapon’s damage.
- Random Tables
- Sometimes you’ll be asked to roll on a random table, for instance to determine what kind of loot you’ll find from a monster, or what items a store has in stock. These will each have their own dice associated with them.
- Percentage Chances
- Rarely, instead of using ability checks or random tables, a rule will say that something has a certain percent chance of happening, for instance a 5% chance. In those instances, roll d% and if the result is equal to or less than what you rolled, you’ve succeeded.
Abilities & Prowess
Every creature in the game has four abilities:
- Focus
- Your ability to think deeply about a subject, strategize, and connect disparate pieces of information.
- Power
- Your strength of body and mind. You make a power roll when you attack with weapons.
- Cunning
- Your decisiveness and ability to think and act quickly.
- Luck
- How often fortune swings in your favor.
In addition to adding these scores to narrative-relevant rolls, Power is used when making a weapon
Finally, creatures also have a
Ability Checks
In Monsters & Magic, like other TTRPGs, you make rolls to determine the outcome of narrative events where success is not guaranteed. This is called an ability check. M&M uses a threshold system for ability checks—you roll 2d10, add the appropriate ability and modifiers, and check it against success thresholds: a 10 or below is a miss, an 11-15 is a weak hit, and a 16+ is a strong hit. If you roll doubles and the result after adding your ability is a miss, that becomes a critical miss. Rolled doubles and its a strong hit? That’s now a critical hit! Here’s what that looks like:
| Result | Total | Description |
|---|---|---|
| Critical Hit | ≥ 16 with doubles | You succeed with some additional benefit |
| Strong Hit | ≥ 16 | You succeed without issue |
| Weak Hit | 11-15 | You succeed, but with complications or trouble. |
| Miss | ≤ 10 | You fail—the GM decides what happens. Gain 1 XP |
| Critical Miss | ≤ 10 with doubles | You fail, and there are complications. Gain 2 XP |
When both your dice show the same value, you’ve rolled doubles. Doubles always grant +1 luck point, regardless of outcome. Doubles whose total lands in the strong-hit range (≥ 16) are also a critical hit; doubles whose total lands in the miss range (≤ 10) are also a critical miss.
Ability checks sometimes go by more specific names depending on what modifiers you add and their given context:
- Skill check
- Ability check with an applicable talent, if you have one.
- Attack roll
- Ability check targeting a creature or object within your weapon’s or spell’s range
When making a
Group Checks
When a group’s success is determined not by an individual’s actions but how they work together, like finding their way out of a jungle, they make a group check. Each creature in the group makes an appropriate
- Treating a critical miss as two misses and a critical hit as two strong hits
- For each strong hit, remove one miss
- Add up each result:
- If there are more total hits than misses, the group succeeds
- On a success, if there are more strong hits than weak hits, it’s a strong hit
Advantage & Disadvantage
You’ll sometimes be asked to roll with advantage or disadvantage—when you do so, you roll an additional 1d10. With
Effect Steps
If an effect happens at +1 step or -1 step, take the result that’s been rolled and change it by that many steps in, or against, the roller’s favor. Unless otherwise specified, this cannot turn a strong hit or a miss into a critical hit or a critical miss.
Ongoing, Forward, and Hold
Throughout the game, techniques, spells, or feats may tell you to take ±
- Ongoing
- A modifier that is applied until the condition described when it was received is met.
- Forward
- A modifier that ends after it is used, or until the condition described when it was received is met.
Hold is similar—you’re given a pool of things to hold onto that you can spend to do something later down the line. You may be given a cache of fire arrows that you can use to deal fire damage with a ranged weapon, for example, and told to
- Hold
- A tracker of charges to be spent that lasts until the condition described when it was received is met or you take a long rest. Whenever you gain hold, it will be of some type (like arrows); hold of the same type stacks when you receive it.
Luck Points and Doom
Luck Points are a way for your character to change the narrative of the game. Each character has a base pool of
- Feeling Lucky
- Roll a check with advantage
- Bend Luck
- Move a roll you make, or one made against you, one step in your favor.
- Lucky Find
- Add something helpful to the current narrative that you would have been lucky to stumble across, like the key to a locked door or a cipher for an ancient script. The GM may ask you to spend multiple points depending on your suggestion, or may veto your suggestion (in which case you don’t spend your Luck Point)
- Change of Luck
- Take the spotlight from the current team during combat
Whenever you spend a Luck Point, though, the GM gains a Doom. the GM can use
At the end of a long or extended rest, PCs gain 1 Luck Point if they have fewer
Health & Fatigue
In Monsters & Magic, you have two tracks that represent your resilience: your
Hit Points & Armor Class
To determine how much damage you take when attacked, characters have an
All armor gives its median threshold and it’s level of protection: light, medium, or heavy. To calculate your low and high thresholds, subtract 4 or add 5 for
When you are attacked, you’ll defend with one of your four abilities, adding that ability to your AC (even if the ability is negative). If you aren’t wearing armor or you’re wearing
If a creature has resistance or vulnerability to the type of damage being dealt, they
When a creature is at or below 50% of its maximum health, it’s said to be bloodied. Some feats, traits, techniques, or monster abilities trigger when a creature is bloodied. GMs are encouraged to let players know when a monster is bloodied.
Fatigue & Exhaustion
In addition to getting marked when you take small amounts of damage,
PCs have
If you need to mark an
Temporary Hit Points
You may be granted temporary
Death & Dying
If your HP total is reduced to 0, you fall unconscious and prone and start dying. Your goal is to stabilize, which you can do by rolling a strong hit or a critical hit on a Luck roll, or accumulating 3-deathsave. When you stabilize, you remain unconscious until you’re healed at least
On your turn, or every 6 seconds, make a Luck roll. On a weak hit,
If you take damage wile dying, mark
While dying, if you need to mark
When you die Death themself come to bargain with you. The GM will give you with a deal—a path you need to take, a change you need to make, or something of the like. Either accept the bargain and stabilize, or refuse, seal your fate, and pass on.
Talents
A talent is something you’re known for. There’s no set list of talents, instead, you answer the following questions to build a talent:
- What skill, background, or experience do you have?
- How did you acquire it?
Combine them into a title someone may refer to you as, and you have a talent!
Talents can’t grant mechanical character benefits, like spells or techniques, special abilities, or senses, like “Invincible” or “One-Hit Killer”. They also can’t be too broad, applying to virtually every roll, like “Supergenius” or “Omniskilled”. Talents need to be specific and either earned, through hard work or your station in life, or learned, something you could teach others.
Each of your talents has a proficiency tier:
- Trained
- When making a skill check that draws on this talent, swap one of your d10s for a d12.
- Expert
- When making a skill check that draws on this talent, all of your d10s for d12s.
Talents are used to make skill checks.
Equipment
Every character starts with proficiency with simple weapons, with some traits, heritages, and feats granting you additional weapon and armor proficiencies. Gaining a spellcasting feat grants you proficiency with spellcasting conduits. If you do not have proficiency with a weapon you’re wielding or armor you’re wearing, you make attack rolls at
Loadouts
Each character also has two loadouts—sets of equipment that they can quickly and easily swap between. Equipment loadouts can include:
- Either a single primary weapon, secondary weapon, or conduit, optionally with a shield
- A primary and a secondary weapon
- Two secondary weapons
- A conduit and a secondary weapon
- Two conduits
In addition, you have an item loadout with a number of small items (potions, spell scrolls, handheld tools, adventuring gear) equal to your
Weight & Carrying Capacity
While adventuring, you’re going to pick up stuff, and that stuff has
Each
Your
Techniques
Techniques provide creatures with moves they can make, typically in combat, and are divided into three categories: Basic Techniques, which all creatures know, Advanced Techniques, which an adventurer or creature may have access to and are available from the start of the game, and Rare Techniques, which are very powerful and can only be gained at higher levels or through the course of your story. Martial characters typically get a pool of techniques to use instead of spells to cast.
Techniques are powered by two things: Action Points and
Combat
When all else fails, it’s time for combat!
When in combat, there is no prescribed turn order, instead, who’s going is determined by what side of combat has the spotlight. Combat typically has a natural narrative beginning—someone flips a chair, throws a punch, or triggers an ambush. When there’s a clear instigator, that side starts with the
The Spotlight
Combat happens in rounds, with each round lasting approximately 6 seconds. A round starts when the first creature involved takes its turn and ends when the last creature involved takes its turn. Whoever is taking their turn holds the spotlight. Combat is dangerous: in addition to the normal rules, the following also applies:
- Critical Hit
- Double the damage die you roll, or increase the duration of an applied condition by 2 rounds
- Strong Hit
- Normal damage roll or condition duration
- Weak Hit
- Normal damage roll or condition duration. The creature(s) being attacked can use its reaction to make a 1 AP move
- Miss
- The spotlight will switch sides at the end of this turn. The creature(s) being attacked are unaffected, and can use its reaction to make a 1 AP move.
- Critical Miss
- The spotlight immediately switches sides
Passing the Spotlight
The
- A creature on the current side chooses who goes next.
- PCs may spend a Luck Points or the GM may spend a Doom to seize the
spotlight and immediately take a turn. This can happen only once per turn.
Once a creature has taken a turn, it cannot take another turn until all creatures in combat have taken one
Action Points
On a creature’s turn, they have a set number of
Reactions
Unless otherwise specified, creatures can also take one reaction. Unlike AP, which you can only use on your turn, reactions can be taken whenever their trigger condition is met. Once you take a reaction, you can’t take another one until the start of your next turn.
Ready an Action
You can also choose to ready an action; when you do so, you choose a specific trigger and spend the appropriate AP for the action you want to make, but wait to resolve it (mark any
Basic Techniques
Every creature can take use one of these basic techniques as an action on their turn. provided they meet any prerequisites (like being able to cast spells). You may gain other techniques as you progress throughout the game. See Techniques for full list of techniques.
Reach & Range
Some actions will use a phrase like “within your reach” to describe a distance; this is the range of your equipped weapon and, if unspecified, refers to your equipped melee weapon. If it’s used as a trigger for a reaction and the action has you make an attack, it must be with the equipped weapon, unless otherwise specified. If you do not have a melee weapon equipped, it’s within touch range of yourself (5 feet).
Melee weapons cannot be used at a distance further than touch range, and spells can’t be cast further than their stated range. Ranged weapons, however, can; you can try to attack a creature up to twice your ranged weapon’s range away, making your
Flanking
While two or more allies are adjacent to, and on opposite sides of, an enemy, they flank the enemy. This grants the flanking allies
Mounted Combat
A willing creature that is at least one size larger than a rider and has the appropriate anatomy can serve as a mount. You can use the
If a mount has been trained to accept a rider, the rider can control it. A controlled mount’s acts on the same turn as its rider, and it can only use the
Underwater Combat
While underwater, everything has resistance to fire damage. Attacks with are made with
Conditions
While adventuring, you may be subject to a condition, a positive or negative state that has an effect on you. Conditions stack, and you can have one that cancels another. Unless otherwise specified, a condition lasts until the end of the next round, or after 6 seconds. Whenever the same condition is applied again to the same creature, its duration is increased by 1 round.
- Blinded
- You cannot see—ability checks that rely on sight automatically miss, attack rolls against you are made with advantage, and your attack rolls are made with disadvantage.
- Charmed
- You're enthralled—you can't attack the charmer or target them with damaging abilities or magical effects, and the charmer has advantage on ability checks to interact with you socially.
- Doomed
- You're in grave danger—mark 1-fatigue at the start of every turn.
- Empowered
- You feel stronger than ever—ability checks are made with +2 ongoing
- Encumbered
- Your load is greater than your carrying capacity—your speed is halved and you take -2 ongoing to all rolls.
- Frightened
- You're scared for your life—you are weakened while you can see, hear, or feel the source of your fear, and you cannot move closer to the source of your fear.
- Hastened
- You've got a pep in your step—movement speed is doubled
- Impaired
- You can't exert much energy—lose 1 AP at the start of your turn
- Inspired
- You're ready to shape your destiny—clear inspired to gain a luck point and use it immediately. Inspired lasts until it's used or until you complete a long or extended rest.
- Invigorated
- It's tough to tire you out—recover +1 fatigue at the start of your turn
- Invisible
- You, and everything you're wearing or carrying, is hidden from sight—you become undetected and have advantage on attack rolls.
- Petrified
- You've been turned into a solid object—you're Stunned, Blinded, and Protected, but can't move or speak, and are unaware of your surroundings. You gain resistance to all damage and immunity to poison and disease not already in your system—those are suspended.
- Prepared
- You're ready for what comes next—take +2 forward on an appropriate roll
- Prone
- You've fallen to the ground—you become slowed, can only crawl to move. You have disadvantage on attack rolls. Attack rolls against you have advantage if the attacker is within touch range of you and disadvantage if they're further away. You can end this condition by taking the Move technique to stand up, spending ½ your maximum Speed.
- Protected
- It's harder to hurt you—you gain +2 AC while protected.
- Quickened
- You're ready to go—gain +1 AP at the start of your turn
- Restrained
- You're being held back—you're immobile and can't spend AP, except to teleport out of the restrained, until you mark 3-fatigue on your turn to free yourself. If you're being restrained by a creature, they can mark the same to prevent you from freeing yourself.
- Slowed
- It's harder for you to move—movement speed is halved
- Stunned
- You're dazed and unable to act—you're immobile and you can't spend AP or take reactions.
- Sundered
- Your armor is less effective—take -2 to your AC.
- Unconscious
- You're out—you become prone and stunned and are unaware of your surroundings
- Weakened
- Your strength has been drained—rolls are made with -2 ongoing
Combos
Many conditions represent escalating danger or power. These chains allow players, and the GM, to coordinate attacks to produce bigger and better results, comboing off of each other. For conditions in these chains, applying the same condition again behaves a little bit differently—instead of increasing the duration by 1 round, you can upgrade it to the next item in the chain.
Chains
- Slowed→Impaired→Stunned
- Doomed→Weakened
- Hastened→Quickened
- Invigorated→Empowered
When you get to the end of the chain, you have one of two options when you apply the same condition again: either extend its duration by 1 round, or “detonate” it, removing the condition immediately in exchange for a boon. Detonating Stunned or Weakened deals the target
Rest & Recovery
There are three kinds of rests you can take as you adventure: a short rest, a long rest, and an extended rest. Each rest takes a certain amount of in-game time, during which time you can swap items in your loadout and take certain downtime activities. You can only rest if you’re in an area of relative safety. Several recovery options spend supplies—a unit of rations and remedies you can buy for 5g, gather during a rest, or earn as treasure.
Short Rest
A short rests takes 1 in-game hour during which you can choose two of the following downtime activities—you cannot take more than 3 short rests in a row before taking a long or extended rest:
- Tend Wounds
- Spend up to 2 supplies to heal yourself or an ally 1/4 of their max HP per supply spent
- Clear Fatigue
- Clear 2 fatigue
- Gather Supplies
- Search the area for supplies. Make a Focus roll—on a weak hit, gain 1 supply, on a strong hit, gain 2.
- Prepare
- Complete a number of tasks available when you prepare equal to your Prowess. One of those tasks can be to prepare yourself for the path ahead—when you do so, describe how you prepare yourself for the path ahead and become prepared for that scenario before your next long rest. If multiple party members prepare for the same thing together, they instead each hold 2 prepared, which can be spent 1 to become prepared for a relevant roll.
Long Rest
A long rest lasts 8 in-game hours and cannot be interrupted by more than 1 hour of strenuous activity (such as combat), during which characters typically eat and sleep. You can choose two of the following downtime activities:
- Tend Wounds
- Spend supplies to heal yourself or an ally 1/4 of their max HP per supply spent
- Clear Fatigue
- Clear all fatigue and optionally spend supplies to recover 1 exhaustion per supply
- Gather Supplies
- Search the area for supplies. Make a Focus roll—on a weak hit, gain 1 supply, on a strong hit, gain 2.
- Take Watch
- Spend 2 hours watching for danger. Make a Focus roll—the GM will tell you what you notice based on the result
- Prepare
- Complete a number of tasks available when you prepare equal to your Prowess. One of those tasks can be to prepare yourself for the path ahead—when you do so, describe how you prepare yourself for the path ahead and become prepared for that scenario before your next long rest. If multiple party members prepare for the same thing together, they instead each hold 2 prepared, which can be spent 1 to become prepared for a relevant roll.
- Work on a Project
- With GM approval, pursue a long-term project, such as deciphering an ancient text or crafting a new weapon.
- Daily Preparations
- Complete a number of tasks available during your daily preparations equal to your Prowess.
Extended Rest
An extended rest lasts for 12 in-game hours and cannot be interrupted by more than 1 hour of strenuous activity (such as combat), during which you can choose one of the following downtime activities:
- Recuperate
- Heal all HP, clear all fatigue, and recover 2 exhaustion
- Level Up
- Reflect on your adventure and advance to the next level, provided you have enough experience to do so
- Work on a Project
- With GM approval, pursue a long-term project, such as deciphering an ancient text or crafting a new weapon. Countdown twice, with +2 forward for each roll you make towards it.
- Get a Job
- Find work to earn some gold. This is typically a day job and the amount you earn is up to the GM’s discretion.
- Daily Preparations
- Complete a number of tasks available during your daily preparations equal to twice your Prowess.