I’ve been spending my free time the past few weeks working on what it might look like if Maze Rats got the AD&D treatment, and while the first playtest was fun, I’m not sure if I’m going to revisit the project. I always hate for things to become abandoned in secrecy, so I’m gonna just dump all the rules and the character sheet here. The rules are really just more notes than anything actually well laid out, so if anything is confusing, feel free to reach out on Mastodon.
Rolling dice
Roll 2d6 and add the relevant ability modifier. Advantage grants bonus dice and disadvantage grants penalty dice, but you still only keep two (with some exceptions). Rolls with advantage may choose which dice to keep. Rolls with disadvantage must take the lowest two. Each roll is made against a difficulty and a threshold.
The highest kept die is your sun die, while the second highest kept die is your moon die. Some rules and abilities require determining your celestial die:
Roll result | Celestial die |
---|---|
Less than difficulty | New moon! Your celestial die value is half your moon die, rounded up |
Equals or beats difficulty by lower than threshold | Full moon! Your celestial die value is your moon die |
Equals or beats by at least the threshold | Radiant! Your celestial die value is your sun die |
Special (triggered by abilities) | Eclipse! Your celestial die value is your sun die plus half your moon die |
Some rolls are best effort. If you roll below the difficulty target in a best effort roll, you still succeed. The primary purpose of best effort rolls is usually to determine your celestial die.
Critical success
If both kept dice are their highest possible value, increase the amount of dice kept to three. If that die is also its maximum value, add another dice kept, and if that one is also its maximum value… and so on. If your amount of kept dice exceeds the number of dice you originally rolled, add a d4 to the roll. d4s never increase dice kept, even if they roll a 4.
Taking damage
Damage goes to hit points first. After hit points are gone, damage becomes a penalty to all stats. When one stat goes below 3, you’re unconscious. When all stats go below 3, you’re dead.
NPCs are dead at 0 hp.
Combat
Initiative is side-based and rolled by a d6 plus that side’s highest DEX modifier. Activations alternate between one creature at a time on each side, starting with the side that won initiative.
To attack a target, make a STR (melee) or DEX (ranged) check against a difficulty of the target’s defense (7 + DEX, min 7) and a threshold of their armor value. Damage is your celestial die, plus the new moon die if using a two-handed melee weapon or dual-wielding melee weapons. If you exceed the threshold, you deal bonus damage equal to the difference. If unarmed, lower celestial die by one step.
There’s no disengage penalty for starting a combat turn adjacent to an enemy.
Hit points
Hit points are rolled at character creation, then again every time the character gains a level (as the last step, after anything that could change the number/size of hit dice).
If the rolled value is higher than the character’s current hit point value, the rolled value becomes their new hit point total.
If the rolled value is equal to or lower than the current hit point total, and the current total is not the maximum possible that could be rolled, increase the character’s current hit point value by one.
Characters
Level | Benefits |
---|---|
1 | Hit die: 1d4, all weapons proficiency, shield proficiency, gain 1 skill point and two starting boons |
2 | Gain a hit die (2d4 total), increase an ability score by 1 |
3 | Gain a class boon |
4 | Gain a hit die (3d4 total), increase an ability score by 1 |
5 | Gain a utility boon |
6 | Gain a hit die (4d4 total), increase an ability score by 1 |
7 | Gain a class boon |
8 | Gain a hit die (5d4 total), increase an ability score by 1 |
9 | Gain a utility boon |
10 | Gain a hit die (6d4 total), increase an ability score by 1, gain a capstone boon |
Character creation
- Roll your ability scores.
- Gain the level 1 benefits and roll hit points.
- Name and pronouns!
Ability scores
Roll 3d6 for each, in order. You may reroll your ability scores until you have a 13 in at least one ability, but if you reroll any of them you must reroll all of them. Once you have your final ability scores, you may swap any two.
Strength
Raw physical prowess, toughness.
If your STR modifier is at least +1, gain it as a bonus on every hit die.
Dexterity
Grace, agility.
If your DEX modifier is at least +1, gain it as a bonus on defense.
Willpower
Smarts, perception, force of personality.
If your WIL modifier is at least +1, gain it as bonus skill points.
Modifiers
Score | Modifier |
---|---|
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
Skill points
Each skill point lets you take a new skill package, or increase the bonus of an existing skill package. Skill packages are freeform and fairly broad, like “thievery” or “wilderness traveller”
When rolling a non-combat check where your skill could apply, add one die of advantage for every tier of the skill. If you have more than one skill that could apply, add the full value of the most applicable skill, then add one additional die of advantage for each other skill that could help.
There’s no limit on how many points you can put into a single skill, but be aware of diminishing returns, since more points don’t increase the number of dice you can keep.
Proficiencies
Armor
No armor (2) -> light armor (3) -> medium armor (4) -> heavy armor (5)
Shield (+1)
Spellcasting
Untrained -> adept -> practitioner
Casting level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
1 | 2 | - | - | - | - |
2 | 3 | - | - | - | - |
3 | 3 | 1 | - | - | - |
4 | 4 | 2 | - | - | - |
5 | 4 | 3 | - | - | - |
6 | 4 | 3 | 1 | - | - |
7 | 5 | 4 | 2 | - | - |
8 | 5 | 4 | 3 | - | - |
9 | 5 | 4 | 3 | 1 | - |
10 | 5 | 5 | 4 | 2 | - |
11 | 6 | 5 | 4 | 3 | - |
12 | 6 | 5 | 4 | 3 | 1 |
13 | 6 | 5 | 5 | 4 | 2 |
Untrained
You can’t cast any spells!
Adept
Your casting level is equal to your number of hit dice or your casting level cap, whichever is lower.
Practitioner
Your casting level is equal to your character level or your casting level cap, whichever is lower.
Multiple kinds of spellcasting
If you have multiple kinds of spellcasting, use your highest casting level among them to determine spells per day, but use each kinds’s individual casting level to determine the highest level of spell of that kind that you can prepare.
Boons
Unless otherwise specified, each boon can only be taken once.
Kinds
- Bloodthirsty
- Cunning
- Faithful
- Wizened
Categories
Starting boons
Starting boons are powerful and foundational, and usually mix features of utility boons and class boons.
Class boons
Class boons have requirements, can be taken twice, and have levels.
If you’ve taken a class boon once, your level in it is equal to your hit dice. If you’ve taken it twice, your level in it is equal to your character level. Class boon levels update as you gain hit dice/levels.
Class boons also grant bonuses the first and second time you take a class boon of its kind. Taking the same class boon twice does grant the second boon bonus.
Utility boons
Utility boons can each only be taken once, but don’t have requirements.
Capstone boons
Capstone boons are incredibly powerful, but have requirements and can only be taken at level 10.
Bonus boons
Some boons grant a bonus boon. Bonus boons do not count towards requirements, nor do they grant the universal bonuses for their type, such as +1 to-hit from bloodthirsty boons or +1 skill from cunning boons. They provide only their listed benefits, and no more.
Bloodthirsty boons
Gain a +1 to-hit bonus whenever you take a bloodthirsty boon.
Starting
Warrior
Limit: 2
Increase armor proficiency and hit die size by one step.
Skirmisher
Gain a bonus bloodthirsty utility boon.
Class
The first time you take a bloodthirsty class boon, increase your armor proficiency and hit die size by one step. The second time you take a bloodthirsty class boon, gain a bonus bloodthirsty utility boon.
Knight
Requires: 1 bloodthirsty boon
You may challenge a foe to single combat, lasting until you strike a foe other
than the one challenged (attacks that target multiple foes are exempt from this
as long as at least one foe is the one you challenged) or take any rest.
Whenever the challenged foe strikes one of your allies and is within melee range
of you, you may immediately attack it (limit once per turn).
Additionally, reduce the damage you take from your challenged foe by half your Knight level.
If you take this boon a second time, you may now challenge two foes at once, and your attacks against a challenged foe step up their celestial die by one rank.
Enforcer
Requires: 1 cunning boon
TO-DO
Sanctifier
Requires: 1 faithful boon
You’ve sworn to destroy that which your sect abhors. Choose one enemy when you take this subclass:
- Undead
- Androids
- Beasts
- Or make one up!
You can channel holy energy against your chosen enemy to force them to cower before you. Make a best effort WIL check with a difficulty of 7 and a threshold of 4. A total number of hit dice of chosen enemies equal to your celestial die plus your Sanctifier level must flee, starting with the lowest hit dice ones.
Chosen enemies with more hit dice than your Sanctifier level are not affected.
This can be done a number of times equal to your Sanctifier level per long rest.
If you take this boon a second time, any chosen enemies with fewer hit dice than half your Sanctifier levels are destroyed instead of turned, and you increase your celestial die by one rank when turning.
Warmage
Requires: 1 wizened boon
TO-DO
Utility
Combat Momentum
Once per turn, when you reduce an opponent to zero hit points using a martial attack, you may immediately make an attack against another foe within range.
Overpower
Make a melee attack with disadvantage. If you hit, deal damage and trip your opponent. Particularly large or stable opponents might get a save versus your attack roll to resist.
Hamstring Shot
Make a ranged attack with disadvantage. If you hit, deal damage and slow your target by 50% for the next minute or until they receive magical healing.
Reckless Swing
Make a melee attack with disadvantage. If you hit, deal bonus damage equal to your number of bloodthirsty boons.
Flashing Steel
Limit: unlimited
Gain an additional +1 to-hit.
Capstone: Lord of War
Requires: 2 bloodthirsty boons
You have a number of war dice equal in size and quantity to your hit dice, which refresh at the end of every long rest.
Once per turn, you may discard a war die for one of the following effects:
- Second wind: roll the die and regain that many hit points. If you spend your action catching your breath, gain the maximum value of the die
- Precise strike: before making an attack roll, roll the war die and add it as a bonus to the attack
- Brutal strike: after making an attack roll, roll the war die and add it to the celestial die
- Combat expert: count as having an additional bloodthirsty boon of your choice until the start of your next turn
Cunning boons
Gain one skill point whenever you take a cunning boon.
Starting
Scrapper
Increase your hit die size and armor proficiency by one step.
Expert
Gain a bonus cunning utility boon.
Class
Gain a bonus cunning utility boon whenever you take a cunning class boon.
Scout
Requires: 1 bloodthirsty boon
You may attack at any point during your movement instead of at the end, and you become untrackable.
If you take this boon a second time, you gain the ability to move twice and still attack, at the cost of reducing the attack’s celestial die by one step.
Shade
Requires: 1 cunning boon
TO-DO
Friar
Requires: 1 faithful boon
TO-DO
Witch
Requires: 1 wizened boon
You’ve gained a familiar, which takes the form of a small animal and has hit points equal to your Witch level. If it dies, you may perform a ritual during the next long rest to reform it.
You may speak with your familiar (which has roughly human intelligence), and while within about a hundred yards you may perceive the world through its senses.
If you take this boon a second time, you gain the ability to cast spells through your familiar when within 60 feet of it.
Utility
Finesse
You may use DEX instead of STR when attacking with one-handed melee weapons and unarmed attacks.
Sneak Attack
Keep an additional die when you attack an opponent with a martial attack that has advantage.
Street Fighter
Your unarmed and improvised weapon attacks count as dual-wielding attacks.
The Slow Blade
You still deal your off-hand bonus damage when you miss a dual-wield melee attack. This damage can trigger weapon effects (such as poison), but not abilities that require a hit.
Skilled
Limit: unlimited
Gain a skill point.
Capstone: Savant’s Touch
Requires: 2 cunning boons
You gain a floating skill point that can be reassigned once per short rest to any skill, existing or new. In addition to the usual benefits of a skill point, you may keep an additional die when rolling the affected skill.
Faithful Boons
Starting
Bulwark
Increase your hit die, armor proficiency, and divine spellcasting proficiency by one step. Increase your divine spellcasting level cap by 2.
Priest
Increase your divine spellcasting proficiency by one step, and your divine spellcasting level cap by 4.
Class
The first time you take a faithful class boon, increase your divine spellcasting proficiency by one step and your divine spellcasting level cap by 4. The second time you take a faithful class boon, increase your divine spellcasting level cap by 4.
Paladin
Requires: 1 bloodthirsty boon
Increase your armor proficiency by one step and gain an aura of magical calm that gives you and allies within 30 feet advantage on WIL saves.
If you take this boon a second time, your aura’s protection becomes more tangible, and grants advantage on all saves.
Ranger
Requires: 1 cunning boon
You’ve formed a bond with nature strong enough to attract the companionship of a nature spirit that takes the form of an animal companion, which can take on the form of a non-magical animal at the end of each long rest. If it reaches zero hit points, it dissipates, but reforms the next day.
If you take this boon a second time, your animal companion may take the form of a magical creature.
Your animal companion is limited to forms with fewer hit dice than your Ranger level. Special movement modes, abilities, and features count as an additional hit die each.
Devoted
Requires: 1 faithful boon
Your divine spellcasting level is now 2 levels higher. If you take this boon a second time, that bonus increases to 3. This increase counts against your divine spellcasting level cap.
Thaumaturge
Requires: 1 wizened boon
TO-DO
Utility
Deepening Faith
Limit: unlimited
Increase your divine spellcasting level cap by 2.
Capstone: Avatar of Faith
Requires: 2 faithful boons
Once per long rest, when you forego your movement and pray, you may choose to take on the avatar form of your faith. You may take an action on the same turn you pray, as long as it is after your movement.
While in the avatar form, you gain the following benefits:
- All damage you take is delayed until the avatar form ends, and you automatically pass all saving throws
- Your martial attacks have advantage
- You may cast one third level or lower spell without expending a slot
- All allies within 60’ receive 5 temporary hit points at the start of their turn and become immune to fear
Avatar of Faith lasts for three turns, including the turn where it was activated.
Wizened Boons
Starting
Adept
Increase your arcane spellcasting proficiency by one step and your arcane spellcasting level cap by 4.
Student
Increase your arcane spellcasting proficiency by one step and your arcane spellcasting level cap by 2. Gain 1 skill point.
Class
The first time you take a wizened class boon, increase your arcane spellcasting proficiency by one step and your arcane level cap by 4. The second time you take a wizened class boon, increase your arcane spellcasting level cap by 4.
Spellblade
Requires: 1 bloodthirsty boon
You’ve learned to cast even in the thick of battle. You may cast a spell as part of an attack action, at the cost of lowering the attack’s celestial die by one step. You may do this a number of times per long rest equal to your Spellblade level.
Bard
Requires: 1 cunning boon
There’s magic in everything we do, and you’ve set out to use it to aid those who matter most. Gain the Bardic Inspiration ability. Taking this boon a second time grants the Bardic Epiphany ability.
Bardic Inspiration
During downtime periods, you may inspire your comrades using song, speech, or likewise. You have a number of inspiration dice equal to your Bard level, refreshing at the end of each long rest.
You may discard an inspiration die to inspire an ally who was present for your performance with one of the following effects:
- Discard it before a check to add it as an advantage die
- Discard it after a check to increase the celestial die by one step
- Roll it and restore that many hit points
Your inspiration dice are d6s.
Bardic Epiphany
Refresh your inspiration dice to half your bard level at the end of each short rest (unless it’s already higher), your inspiration dice become d8s, and you can now spend inspiration dice on yourself.
Sage
Requires: 1 faithful boon
TO-DO
Magus
Requires: 1 wizened boon
Your arcane spellcasting level is now 2 levels higher. If you take this boon a second time, that bonus increases to 3. This increase counts against your arcane spellcasting level cap.
Utility
Lifelong Scholar
Limit: unlimited
Increase your arcane spellcasting level cap by 2.
Capstone: Esoteric Wisdom
Requires: 2 wizened boons
You have seen the true face of reality, and can use the arcane energy built up in your body over the years to change it.
At the end of each long rest, roll a Maze Rats spell. This spell counts as prepared for every spell level you can cast, and you get one bonus spell slot of each level that can be used to cast it. When you cast this spell, the effects are roughly equivalent with the level of the spell slot used at casting time.
Converting from other OSR games
Converting combat characteristics
Hit dice
Normal.
AC
Subtract AC from 9, divide by 2, round down, add 7.
AC | 9/8 | 7/6 | 5/4 | 3/2 | 1/0 | -1/-2 | -3/-4 | -5/-6 | -7/-8 | -9/-10 |
---|---|---|---|---|---|---|---|---|---|---|
Defense | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
Saves
For players, use the following table:
Save | Ability |
---|---|
Death Ray or Poison | STR |
Magic Wands | WIL |
Paralysis or Turn to Stone | STR |
Dragon Breath | DEX |
Rod, Staff, or Spell | WIL |
For monsters, subtract their save from 20, divide by 4, and that’s their bonus.
Attacks and damage
For weapon attacks, just attack as normal. For natural attacks, add all damage dice after the first one to each attack’s roll. Monsters get +1 to-hit for every 2 hit dice, rounding down.
For example, a monster with a 1d6 attack and a 3d10 attack would make one normal attack, then a second attack with 2d10s added to the die roll.
Converting spells
When converting spells, base any per-level effects on the casting level, not character level.