EasierDnD is like D&D with much less complication.
The result is a simpler, quicker system than D&D, the Hero System, GURPS, etc. It is suitable for full-featured gaming, for adults who want fewer picky details bogging down the action, and for kids. You can continue to use the rich assortment of D&D resources (monster manuals, characters, spells, items, modules).
Compared to D&D, EasierDnD has:
• A tool for creating a character in minutes.
• Less to remember.
• Less time looking things up.
• Simpler rules for combat.
• Simpler rules for magic.
If you are a player, there are several ways to use this document. One is to let your Dungeon Master (DM) tell you what you need to know; use just the Character Sheet tool to create your character; and read no farther. A second way is to read the "For Players" section, if you want to know more about how the system works. A third way is to read this whole document, if you want to know full details of the system.
If you are a DM, this whole document is for you. As DM, you should feel free to modify this system as you see fit, adding Races or Classes, adding innate abilities to particular players, etc. to make it work for the campaign you wish to run.
EasierDnD references a handful of pages out of the D&D rule books. You can use either D&D Player's Handbook, release date August 19, 2014 or the DNDBeyond.com web site -- or, if you are interested only in the four basic character classes, D&D Basic Rules, version 1.0 (which is available for free online). "PH, p. X" means page X in D&D Player's Handbook. "BR, p. X" means page X in D&D Basic Rules. Also, some links go to web pages from DNDBeyond.com.
EasierDnD is a system for role-playing gaming (RPG). This type of gaming is like a story, where you are one of the main characters, and your actions influence the story going forward. There are players (like you) each controlling a main character and a Dungeon Master or "DM" who runs the game.
An example of playing would be the DM telling you, "You come across a tunnel leading into the side of a mountain. There is a stone archway around the tunnel's entrance with some writing on it. To each side of the archway stand stone figures, which look like soldiers, with swords and shields. The archway and the figures look ancient, as the stone is worn, with moss and vines growing over parts of the stone. What do you do?" You then describe what your character does (walks up to get a closer look at the figures, or tries to read the lettering on the arch, or checks for traps around the entrance, etc.); and the DM tells you what happens as a result of your actions.
To help consistency and predictability on how the world works, RPG's have a rule set or system. For example, if you say "I attack that goblin with my sword," the rule set helps the DM figure out if your attack hits or not, and if so, how much damage is done to the goblin.
Many things you do in gaming are automatically successful, like putting on your boots, or walking down a normal path. But there are things that have significant chance of failure, such as trying to land a hit on an opponent in combat, or finding a hidden trap. For those things, the DM will ask you to roll a 20-sided die (a "d20") and add one of your character's stats, to judge if the action succeeds or fails.
Specifically, the outcome is determined by:
• Roll = d20 + (appropriate Skill or Stat from your character)
• If Roll >= DC, the action succeeds. If not, it fails.
• (Except a d20 of 1 always fails, and a d20 of 20 always succeeds, if possible.)
• DC (difficulty) is determined by the DM.
For example, you want to climb a section of cliff. The DM tells you to do a StrSkill Roll. Your StrSkill is 3. You roll a d20 and get a 13. So, Roll = d20 + StrSkill = 13 + 3 = 16. You tell the DM you got 16. The DM judges the difficulty (DC) to be 15. Since Roll >= DC, you can climb it.
The following are the various stats and pieces of information that make up a character. You don't need to remember all of these. Use the Character Sheet tool to create your character.
Race | Speed | Flight Speed | Reference | Short Description |
Dwarf | 25 | 0 | PH, p. 18; BR, p. 14 | Short, sturdy folk from ancient cities under mountains. |
Elf | 30 | 0 | PH, p. 21; BR, p. 17 | Graceful, slender beings from forests and magical places. |
Halfling | 25 | 0 | PH, p. 26; BR, p. 18 | Like Hobbits from Tolkien's Middle Earth. |
Human | 30 | 0 | PH, p. 29; BR, p. 19 | Us. |
Dragonborn | 30 | 0 | PH, p. 32 | Humanoid dragons. |
Gnome | 25 | 0 | PH, p. 35 | Small humanoids who live in burrows in hills and forests. |
Half-elf | 30 | 0 | PH, p. 38 | Human and elf ancestry. |
Half-orc | 30 | 0 | PH, p. 40 | Human and orc ancestry. Orcs are large, strong humanoids. |
Tiefling | 30 | 0 | PH, p. 42 | Ancestry from humans and infernal/lower planes. |
Aarakocra | 25 | 50 | EEPC, p. 3 | Humanoid birds. |
Class | Reference for Cantrips and Spell Slots |
Spell-Casting StatMod | ProficiencyBonus Adds To: |
Short Description |
Barbarian | PH, p. 47 (no spells) |
StrST, ConST | A less-civilized fighter, like a Viking. | |
Bard | PH, p. 53 | ChaMod | DexST, ChaST | A mix of music and magic. |
Cleric | PH, p. 57 ; BR, p. 23 | WisMod | WisST, ChaST | Derives magical power from service to a God. |
Druid | PH, p. 65 | WisMod | IntST, WisST | Derives magical power from nature. |
Fighter | PH, p. 75 |
IntMod |
StrST, ConST | Made for combat. |
Monk | PH, p. 77 (no spells) |
StrST, DexST | Fights with Asian martial arts. | |
Paladin | PH, p. 83 | ChaMod | WisST, ChaST | Cross between a fighter and a cleric. |
Ranger | PH, p. 90 | WisMod | StrST, DexST | Cross between a fighter and a druid. |
Rogue | PH, p. 98 |
IntMod |
DexST, IntST | Dex-based fighting, stealth, dealing with traps. |
Sorcerer | PH, p. 100 | ChaMod | ConST, ChaST | Like wizards, but source of magic is innate. |
Warlock | Cantrips: PH, p. 106 Spell Slots: use Wizard table. |
ChaMod | WisST, ChaST | Cross between cleric and wizard, magic derived from serving a being other than a usual God. |
Wizard | PH, p. 113 ; BR, p. 31 | IntMod | IntST, WisST | Devoted to magic and magical knowledge. |
Based on Basic Stats, Level, etc., the following Calculated Stats are determined.
Once the fighting starts, you are in combat. In combat, the following stats are used:
In combat, there is Round after Round, until combat is done. (A Round is 6 seconds.) In a Round each participant in the fight takes a Turn. In a Turn, each participant can do any mix of these:
• Move.
• Drop Something.
• Do one Quick Action.
• Do your Attacks, Disengage, Dodge, or a Non-quick Action.
Or a participant can Wait to do his Turn or part of his Turn.
The order of players taking their Turns is determined by the DM. He might pick the player who first says what he is doing to go first, followed by the next player to say what he is doing, and so on. Or he might have everyone roll an (Initiative Roll) = (DexMod Roll) = d20 + DexMod. Then order players by highest to lowest on DexMod Roll.
If your opponent is surprised, you take your Turn before the opponent. The DM might also give the opponent some disadvantage to AC for being surprised.
Move means to move any distance from 0 up to Speed feet (which is Speed inches on a map, or Speed hexes or Speed squares on a grid map). Unless your Attacks take up the whole Turn leaving no time for Move (as is the case with some spells), in which case you don't Move. You can't move through another participant (i.e., the space he takes up, such as 1 hex for a human) unless his AC is zero. His AC is zero if he is unconscious, or he can choose to make his AC zero for the Turn to let you pass. Otherwise, you have to move over or around him. If you have time to Move, you can move some of that, do other things (such as another Attack, if you get multiple AttacksPerTurn), then move the rest. Movement is reduced by difficult terrain (maybe half speed through the rough parts), as judged by the DM.
If you do a Move out of a hostile opponent's reach, he gets Attacks on you, called an "Opportunity Attack" -- unless you are Disengaging. In an Opportunity Attack, he gets all his AttacksPerTurn, even if he already did Attacks earlier. See below for Disengage.
Drop Something means to drop something you are holding or to let go of something. You can drop or let go of an item you are holding. But you can't drop things you are wearing (pack, rings, necklaces, armor, gloves) -- that requires taking things off.
A Quick Action is quick thing like draw a sword, sheath a sword, get out a bow, put back a bow, get out a crossbow, get out a potion, drink a potion, etc. If you are getting something, it must be likely to be in a pocket or otherwise handy. It is not a Quick Action to put on or take off armor; or to open up your pack, root around in it to find something, and retrieve it.
You can do one and only one of these four things during your Turn: (1) Attacks, (2) Disengage, (3) Dodge, or (4) Non-quick Action. You cannot do a mixture, such as Dodge and Disengage, or do one of your Attacks then Dodge or Disengage.
Doing your Attacks is to do Attack Rolls, as many AttacksPerTurn as your character gets. Generally:
• (Attack Roll) = d20 + (RangedAttackMod, MeleeAttackMod, or SpellAttackMod, whichever is appropriate)
• DC = (target's AC) + (target's advantages) - (target's disadvantages)
• If (Attack Roll) >= DC, attack hits. If not, it misses. Except d20 = 20 is Critical Hit (see "Damage" section below), and d20 = 1 is a miss.
Disengage means you don't suffer any Opportunity Attacks during your Turn.
Dodge means that you are being especially defensive and hard to hit. The DC to hit you is increased by +3 or by your DexMod, whichever is higher. It is equivalent to your AC going up. It lasts until the start of your next Turn.
Non-quick Action doing an action that takes longer than a Quick Action. Examples include taking your pack off, putting your pack on, getting something out of your pack that isn't handy, doing a Skill Roll for some action that takes a bit of time (examining something, looking for something, trying a quick pick of a lock, trying to jam a door), etc.
If your Attack hits, Damage is as listed in the weapon table plus a StatMod, or is as listed for the spell. For ranged weapons, Damage is as listed plus RangedDamagePlus (which is same as DexMod). For melee weapons (non-ranged), Damage is as listed plus MeleeDamagePlus (which is same as StrMod). A magic weapon might also deal out extra Damage (such as a +1 sword). If your d20 roll was 20 for the Attack Roll (a Critical Hit), you roll all the Damage dice again, and add that to the Damage (but don't add all the modifiers and pluses again -- just the dice).
You subtract Damage from the opponent's HP. If he reaches 0 hit points, he goes unconscious and (unless the DM says otherwise) goes to AC 0. If he reaches -HP, he is dead.
If you take Damaged while concentrating on a spell, roll a Con Saving Throw, with DC = 10 or half the Damage, whichever is greater. If you miss the Save, you lose your concentration, and that spell stops.
Healing in combat is generally through spells. Otherwise, a character gets all his hit points back after 6 hours of sleep. The DM might have special damages or afflictions that need more time or special treatment as he sees fit.
Your character can Wait at any point. This means he stops doing his Turn and can do the remaining part of his Turn at any point. He can continue the actions of his Turn inside the current Round, or he can remain Waiting into the next Round and continue his actions there. But he cannot start a new Turn in the same Round that he finished a previous Turn. The following are two examples.
In the first example, a character Moves, and then Waits. Inside this same Round, the opponent Moves from cover. Then, the character chooses to do his Attacks. When this Round ends and a new Round is underway, he gets a new Turn in the new Round.
In the second example, a character Moves, and then Waits. At the end of the Round, the opponent still hasn't Moved from cover. The character continues to Wait into the next, new Round. Then the opponent Moves from cover, and the character does his Attacks. However, the character does not get a new Turn inside this new Round because he finished a previous Turn inside this Round.
For spellcasters, the following Calculated Stats are used.
A caster gets a particular NumberOfCantrips and Spell Slots based on his Class and Level. Cantrips are just Spells of spell-level 0.
Spells and Cantrips come from "Chapter 11: Spells" in PH, p. 207 and BR, p. 86, or from the Spells section of the DNDBeyond.com web site. Bards, clerics, druids, paladins, rangers, sorcerers, warlocks, and wizards pick from spells listed for them. Fighters get wizard spells but only abjuration and conjuration spells. Rogues get wizard spells but only enchantment and illusion spells.
The player chooses his Cantrips and doesn't change them thereafter. Those aren't swapped for different Cantrips from day to day. A Cantrip is used up when it is cast, and the character gets it back after sleeping for 6 hours.
Spell Slots show how many spells of each spell level that a character can cast. The slot gets used up when it is cast. The character gets back all his Spell Slots after sleeping for 6 hours.
Spells a character can cast come from his list of Prepared Spells. This list is picked from among all the spells available to him (see the previous paragraph on Chapter 11 and DNDBeyond.com). He can pick the following number of spells: NumberOfPreparedSpells (which is given by the Character Sheet tool).
The list of Prepared Spells does not get used up by casting. The Spell Slots are what get used up. A caster doesn't need to create a new list of Prepared Spells unless he wants a different set of spells. Once a caster creates a list of Prepared Spells, he can't create another such list until after he has slept for 6 hours.
The spells work according to the Spell Descriptions of Chapter 11 or DNDBeyond.com, unless DM says otherwise. As DM, I tend not to require material components unless it is a very special spell, to avoid a bunch of tedious book keeping.
The DM should feel free to modify anything in this system, adding back in features that were left out from D&D, creating new things that work as the DM says, disallowing some things, whatever. Want to give a druid the ability to turn into a wolf? Want to give a monk an innate addition to AC? Feel like a character should be able to see in the dark? Give that ability. Give out abilities and magic items as fits your campaign, and you don't need to be constrained to normal D&D items or abilities. You can make up items and abilities and just describe to players what they get. You can leave it mysterious as well, such that players only know a part of what an item or ability can do, and will learn more later as further powers manifest or get discovered.
Compared to same-level characters in D&D, characters in this system are less powerful. Also, clerical power against undead is weaker in this system. Those two things should be kept in mind if using D&D modules. If any character classes in EasierDnD seem too underpowered compared to others of the same Level, the DM can advance the level of those classes faster, or give those classes some items or innate features.
The DM decides the starting Level. Players then pick Personal Details (see "For Players" Section), etc. I highly recommend using the Character Sheet tool to create and level-up characters rather than do it manually, but you can do it all manually if you want.
A character at Level 1 gets to:
• Allocate these numbers (in any order you want) to your StatMods: 2, 2, 1, 1, 0, 0.
• Use 1 point to increase any StatMod you choose.
• Pick Two Skills that are increased by ProficiencyBonus.
Everyone can use armor and simple weapons. A character whose attacks are largely Str or Dex based can pick some martial weapons that he can use, as allowed by the DM. (Armor, BR, p. 46; PH, p. 145. Weapons, BR, p. 48; PH, p. 149.)
At each Level 4, 8, 12, etc., use 1 more point to increase any StatMod of your choice.
At each Level, get NumberOfCantrips and Spell Slots (see Table of Classes, "Cantrips and Spell Slots" column). In EasierDnD, all fighters get the Eldrich Warrior spell table, and all rogues get the Arcane Trickster spell table.
Then, you compute the Calculated Stats. Remember Two Skills get Proficiency Bonus added in.
For spellcasters (which in this system is all character classes except barbarians and monks), pick your Cantrips; and a typical list of Prepared Spells, to save time when the game is running.
Based on Personal Details, the DM might also add in special features (such as being able to see at night, being able to fly, having some innate spells, etc.).
Everyone can use armor and simple weapons. A character whose attacks are largely Str or Dex based can pick some martial weapons that he can use. Weapons and armor are as listed in the weapon and armor tables in the references: Armor, BR, p. 46; PH, p. 145; Weapons, BR, p. 48; PH, p. 149.
For armor, AC is as listed. Magical armor (or other magic) might give pluses to AC.
For weapons, Damage is as listed. For melee weapons, you add StrMod to Damage. For ranged weapons, you add your DexMod to Damage. Range is listed. A magical weapon might have a plus (which gets added to AttackMod and to Damage).
HP = 2 + (A + (ConMod)) * Level
A = 6 for barbarians, fighters, paladins, and rangers
A = 5 for bards, clerics, druids, monks, rogues, and warlocks
A = 4 for wizards and sorcerers
Hit points. Subtract Damage from hit points.
AC = as listed for armor (BR, p. 46; PH, p. 145), plus any AC bonuses for magical armor
Armor Class. It is how hard you are to hit in combat.
ProficiencyBonus =
+2, at Level 1-4
+3, at Level 5-8
+4, at Level 9-12, etc.
ProficiencyBonus increases various Modifiers.
AttacksPerTurn = 1, unless different as follows.
Barbarians, fighters, monks, and rogues:
2, at Levels 5-10
3, at Levels 11-19
4, at Levels >=20
Paladins and rangers:
2, at Levels >=5
Speed = from Table of Races.
Speed is movement per Turn. It is feet in the world, or inches on a map, or hexes or squares on a map with hexes or grids.
Two Boosted ST's = names of StatMods from last column of Table of Classes.
These are used to determine Saving Throws.
AttackMods, used to determine Attack Rolls:
•RangedAttackMod = DexMod + ProficiencyBonus
•MeleeAttackMod = StrMod + ProficiencyBonus
•SpellAttackMod = (SpellCastingStatMod for that Class) + ProficiencyBonus
Saving Throw (ST) used during Saves:
• For the Two Boosted ST's, StatST = StatMod + ProficiencyBonus
• For all other ST's, StatST = StatMod
Skills are as listed in the "For Players" Section. For the Two Boosted Skills, SkillMod = StatMod + ProficiencyBonus. The rest have SkillMod = StatMod.
NumberOfCantrips and Spell Slots are given by the Character Sheet tool. They correspond to the tables in PH as referenced in the Table of Classes, and vary based on Level and Class.
NumberOfPreparedSpells = Level + SpellCastingStatMod
If Roll >= DC, the action succeeds. Otherwise, it fails. Except that a d20 = 20 always succeeds (if deemed possible); and d20 = 1 always fails.
For Ability Check / Skill Roll = d20 + SkillMod (checking if some sort of action succeeds that isn't an Attack or Saving Throw), DC is:
• 5, very easy
• 10, easy
• 15, medium
• 20, hard
• 25, very hard
• 30, nearly impossible
For Attack Roll = d20 + AttackMod (to hit an opponent in combat), DC is:
• Target's AC,
• Plus any DM-determined target advantages.
• Minus any DM-determined target disadvantages.
Suggested target advantages and disadvantages (but is up to DM) are as follows.
DC Table
Target Advantages | DC modifier |
Dodge | +3 or +DexMod, whichever higher |
cover, half | +2 |
cover, 3/4 | +5 |
attacker is hindered some (encumbered, prone, sick, distracted etc.) | +2 |
attacker is more hindered (partially entangled, grabbed, can't see well, etc.) | +4 |
target a little past range | +2 |
target is more past range | +4 |
target is adjacent to ranged attacker | +2 |
Target Disadvantages | |
target is hindered some (encumbered, prone, sick, distracted, etc.) | -2 |
target is more hindered (partially entangled, grabbed, can't see well, etc.) | -4 |
For Saving Throws (to determine if some adverse occurrence affects the character), DC:
• Is from above DC Table.
• Might be determined by the description of a spell.
• Commonly, to avoid the effect of a spell, DC = 8 + (caster's SpellAttackMod).
• If a caster gets hit while concentrating, DC = 10 or (half the Damage taken), whichever is higher. Do a Con Saving Throw to see if concentration continues.
Same as D&D.
DexSkill = highest of acrobatics, slight of hand, stealth
StrSkill = highest of athletics, climbing
ChaSkill = highest of deception, intimidation, performance, persuasion
Perception = perception
Traps = highest of slight of hand, disarm traps
Arcana = arcana
Religion = religion
Nature = highest of animal handling, nature, survival
I have played in and read various RPG systems (D&D, the Hero System, GURPS, Traveller, Vampire: The Masquerade, and some others). I have run campaigns for adults (some campaigns ran for multiple years) and for kids using D&D and the Hero System. I like all those systems. They all have their advantages and disadvantages. But I have increasingly felt that they all have too many picky details, which for me adds more tedium than benefit. I wanted a system that is easier to understand (to minimize explaining rules to players and to minimize interruptions to look things up), is quick to create characters and level them up (or the equivalent), has combat that moves along quickly, and has ample resources for DM's. Because D&D is the most-familiar gaming system and seemed workable in these respects, that seemed the best starting point.
D&D has a core way the system works, but with some picky details, including a large number of complicated aspects unique to each class. That makes each class different, of course, but it requires knowing a large quantity of narrowly applicable rules. That's OK when everyone is an expert and has the system largely memorized. For me, it caused game interruptions to look things up, required a lot of time to level up characters, and added tedium.
So, I took out what I thought to be picky details not worth extra memorization.
In D&D, there are many class features unique to each class. For example, in the cleric level table (PH, p. 57 or BR, p. 23), you see things listed as "Features" that a character gains as he gains levels. Such as spellcasting, divine domain, channel divinity, ability score improvement, etc.
EasierDnD uses only three class features: spellcasting, ability-score improvement (via StatMod increases), and extra AttacksPerTurn.
Doing that affects some classes (barbarian, monk, rogue, and warlock) more than others. Warlock is given more spells and more flexibility in picking them to compensate. Barbarian, monk, and rogue are given more AttacksPerTurn to compensate. For example, a rogue no longer has the specialized sneak-attack features (decreases Damage per Turn), but he gets more AttacksPerTurn to compensate (increases Damage per Turn).
Also, it reduces the differences among classes and races.
To address those aspects, the DM can, as he sees fit, give particular characters special abilities. For example, a monk might get an increase to AC and increased Damage for a hand attack. A Dragonborn might get higher AC and a fire-breathing attack. Elves might get boosts to some senses. And so on.
Spell casting works the same way for all classes: have Cantrips; Prepare spells; use Spell Slots worth of spells. Get them back after 6 hours of sleep.
Everyone can use armor and simple weapons. A character whose attacks are largely Str or Dex based can pick some martial weapons.
Combat is simplified. There aren't Bonus Actions, Reactions, moving through creatures' spaces, squeezing, Dashing, Helping, Ready, Two-Weapon Fighting, Shoving, Damage Types, an ongoing process when at negative hit points, or complications on how to knock out an opponent. There is the basic combat process described above; Waiting; unconsciousness and 0 AC at 0 hit points; and death at -HP hit points. If something else is needed, the DM determines it.
There are 8 Skills instead of 18.
There is no XP. The DM has characters level up when he sees fit.
Healing is just from spells or after 6 hours of sleep. There is no process involving choosing hit dice per hour of rest.
Rest is simplified: sleep for 6 hours or more.
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Copyright © 2022 Brooke Anderson, brookeg1@electraforge.com
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