Puzzle Dungeon

Worry a bit

I posted some "rules" one year ago called Don't Worry About It or DWAIt. I have more stuff to talk about.

Optional Rules for Don't Worry About It

These are for if you would rather not not worry. I have played in or run adventures with these.

Worry a bit

Code name: WAB

Credit: Estrandvold

Why?: For games where planning well matters and where your abilities hinge on what you carry.

You've got 10 item slots. Figure it out.

Need more? Here's what Cairn says:

Waves wand. Inventory managed!

Worry a lot

Code name: WAL

Credit: Dwiz

Why?: You're playing a Mothership module and want more to think about, but less to think about than MOSH requires of you.

You take one Stress when you fail a skill roll or when there's some serious stuff going down.

When facing supernatural horror, the referee might make you roll a panic check. Roll 2d6 over your Stress total. If you fail, you panic and one of the following happens. Determine the result by looking at your highest d6 result.

  1. Go totally catatonic for 1 turn/round
  2. Flee or hide for 1 turn/round
  3. Freak out. Everyone nearby gains one Stress.
  4. Attack another character until you've messed up their efforts at something, giving them one stress.
  5. Fumble a piece of equipment, breaking it beyond repair.
  6. Gain a new permanent fear (preferably related to whatever caused this Panic)

Armor Stuff

Why?: Because it's a compelling enough choice to think about as a player that doesn't require very much to think about.

Armor Defense Notes
Unarmored 0 There's no mechanical reason to choose this.
Light 2
Heavy 6 Can't swim. Probably can't sneak.
Sheild +1 Requires a hand.

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