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 help you determine whether what you’re trying to do will be successful or not. While you may be used to thinking of dice as little six-sided cubes, dice can come with many different numbers of sides!
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 Prowess score. For PCs it describes a their overall knowledge and experience, and is equal to their current tier of play plus 1, so a Journeyman character has a Prowess of 2, whereas a Legendary character has a Prowess of 5. A PC’s ability scores can never be higher than their Prowess.
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
- Saving throw
- Ability check to see if you can withstand something See saving throws
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 success as two strong hits
- For each strong hit, remove once miss
- Add up each result:
- If there are more total successes than failures, the group succeeds
- The threshold with the most checks is how the group did on a success
- If there’s a tie, always use the lowest threshold
Advantage & Disadvantage
You’ll sometimes be asked to roll with advantage or disadvantage—when you do so, you roll an additional 1d10. With advantage, take the 2 highest results, or a set of doubles that would result in a critical success. Disadvantage is the opposite: take the 2 lowest results or a set of doubles that would result in a critical miss. Advantage and disadvantage don’t stack, so 2 advantages and 1 disadvantage don’t work out to 1 advantage, the advantage and disadvantage just cancel each other out. If you wind up rolling triples, gain an additional luck point on top of the one you get for rolling doubles.
Effect Steps
If an effect happens at +1 step or -1 step, take the result you’ve rolled and either go up or down the result chart by one step (weak hit to strong hit, for instance). 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.
Saving Throws
Sometimes, instead of testing whether a creature is able to do something, you want to test whether a creature can withstand something, like being able to dodge out of the way of a fireball, or resist having their mind probed for information. This is a special kind of
All saving throws have a difficulty class (DC)—in the case of the fireball, the DC equals the Wizard’s spellcasting ability. The DC acts as a negative modifier on the target’s roll, so in this case, the goblin would make a Cunning
TKTK: Come back here
Because saving throws typically have their negative consequences happen on a miss instead of a strong hit, the step system is reversed: -1 step for a weak hit on a
To prevent excess rolls from the GM, if multiple non-PC creatures are affected at once, they should roll once and apply each creature’s ability scores individually instead of rolling multiple times.
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
- Increase your success threshold by 1, up to a Strong Hit, or decrease the success threshold of something affecting you (like an attack or a saving throw) by 1, down to a Miss
- 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 threads 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 Doom like PCs can use
At the end of a long 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 light armor, subtract 3 and add 6 for medium armor, and subtract 2 and add 7 for heavy armor. Light armor you add your Cunning to your AC, medium add your Cunning up to 2. If you aren’t wearing any armor, your AC is calculated based only on your Cunning, with light armor low and high thresholds.
If a creature has resistance or vulnerability to the type of damage being dealt, they move the calculated threshold up or down one step: resistance to fire damage would move a
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
Exhaustion makes it harder for you to succeed in your tasks. Your first level of exhaustion doesn’t negatively effect you, but you take
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
On your turn, or every 6 seconds, make a
If you take damage wile dying, mark
While dying, if you need to mark exhaustion and you can’t, you die.
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
Talents are a word or phrase that describes a specific set of skills, personality traits, experiences, or aptitudes your character has gained over the course of their life. There’s no set list of talents, but they can’t be too broadly applicable and can’t grant your character a specific mechanical benefit, like spells, special abilities, or senses. Talents like “One-Hit Kill” or “Invincible” are off the table because they imply game-breaking special abilities, while something like “Supergenius” or “Omniskilled” are too broad and could be applied to virtually any roll. Instead, they should be Specific, relevant in key key situations, Earned, through hard work or through your station in life, or Learned, something you could teach others or you’ve picked up from others. Talents work best when they build on your character’s background and help you tell a more rich story about them.
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 cannot be applied to attack rolls or saving throws.
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 foci. If you do not have proficiency with a weapon you’re wielding or armor you’re wearing, you make attack rolls at disadvantage, and you cannot cast spells that require somatic components.
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 focus, optionally with a shield
- A primary and a secondary weapon
- Two secondary weapons
- A focus and a secondary weapon
- Two foci
In addition, you have an item loadout with a number of small items (potions, spell scrolls, handheld tools, adventuring gear) equal to your Prowess available for easy access. Swapping between equipment loadouts, or using a small item in your item loadout, can be done with the Use Item technique. Armor does not change with loadout, and equipment your loadout cannot require the use of more than two hands.
Weight & Carrying Capacity
While adventuring, you’re going to pick up stuff, and that stuff has
Each
Your
Spellcasting
Monsters & Magic has a flexible spellcasting system—instead of preparing spells or using spell slots, spells are built on-the-fly from a combination of cantrips–basic spells–and charms–modifiers to basic spells–and are powered by
Spellcasters all know a set number of cantrips and charms, and depending on their spellcasting feat will either choose charms spontaneously throughout the day or pick them as part of starting their day. Your spellcasting feat will also tell you what your spellcasting ability is—this is referred to as
Full spellcasters typically know 3 cantrips and a number of charms equal to twice their Prowess, half casters typically know 2 cantrips and half as many charms.
Cantrips each belong to a different school of magic. Effect charms all also belong to a different school of magic—applying a charm to a cantrip may change its school of magic. The schools of magic are:
| School | Typical Effects |
|---|---|
| Abjuration | Prevents or reverses harmful effects |
| Conjuration | Transports creatures or objects |
| Divination | Reveals information |
| Enchantment | Influences minds |
| Evocation | Channels energy to create effects that are often destructive |
| Illusion | Deceives the mind or senses |
| Necromancy | Manipulates life and death |
| Transmutation | Transforms creatures or objects |
Casting Components
Unless otherwise stated, all spells have three components when you cast them: specific words chanted to call forth the magic, its verbal components, specific movements made to shape the magic, its somatic components, and specific materials used to channel the magic, it’s material components. If a spell does not list a specific material component with a specific price, the material component is typically a spellcaster’s focus.
If you are unable to perform the verbal or somatic portions of casting a spell (like you are bound or gagged, you don’t have at least one hand free, etc…), or you do not have the required material components, you are unable to cast that spell.
Spells also have an AP cost or casting time and a
Ritual Casting
Some spells have a casting time—those spells are ritual spells, or rituals for short. In order for you to cast a ritual, you must spend its entire casting time performing the verbal and somatic aspects of the spell.
Spells that neither have a trigger not have an existing casting time can also be cast as a ritual. To do so takes 10 minutes per AP plus 5 minutes per
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 spotlight, otherwise the players start with the spotlight.
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 based on your
- 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
Saving throws also have these additions, but their order is reversed (critical miss is critical hit, strong hit is miss). If multiple creatures are affected at once, they all must miss or critically miss for the spotlight to switch.
Passing the Spotlight
At the end of a creature’s turn, who goes next depends on how that turn went:
- If the creature didn’t roll a miss or critical miss, their side chooses who goes next.
- If the creature rolled a miss, the opposing side takes the spotlight and chooses who goes next.
- At the end of one side’s turn, PCs may spend a Luck Points or the GM may spend a Doom to seize the spotlight and immediately take a 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 initiative becomes the same as its rider, and it can only use the
Underwater Combat
While underwater, everything has resistance to fire damage. Attacks with are made with disadvantage unless the creature has a
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 fail, you don't add your ability from saving throws that rely on sight, 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—rolls and saving throws 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 and Protected, but can't move or speak, and are unaware of your surroundings. You automatically miss all Power and Cunning saving throws, attack rolls against you have advantage, and 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 and saving throws 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 rest:
- Tend to 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. The GM may set a DC for this based on the area you’re in
- 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. The GM may set a DC for this based on the area you’re in
- 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).
- 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.