

Roll 1
A simple and customizable Tabletop Role-Playing Game system for all ages and experience levels!

About
- a quick overview -
My name is Eric and I've been running tabletop role-playing games (TTRPGs) for over 10 years.
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Throughout this time I've realized that what separates the TTRPG medium from others is one fundamental concept: improvisation with a chance of failure.
In other words, "let's see if you succeed or not" is at its core, and this simple mechanic is what enables countless stories, adventures, and legends to be born from the creativity of friends around a table, virtual or in-person.
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Experiencing the joy this medium brings to others over the years, I wanted to contribute to the community by developing a system that:
1) highlights this simplicity
2) is customizable to many different themes, settings, and worlds
3) is accessible to all ages and experience levels
What resulted after many playtests and tweaks is a system that hopefully accomplishes this, and at the very least, celebrates the heart of TTRPGs.​
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I look forward to hearing about the stories you create with Roll 1 RPG!
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-Eric​
How To Play
MAIN CONCEPT:
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PLAYERS roleplay characters through conflicts and scenarios created by the GAME RUNNER. To see if characters succeed at tasks or attempts in these scenarios, they roll dice. Anything can happen, and every story told through roleplaying and rolling is unique!
ROLLING DICE
(the foundation)
• When a character attempts to overcome a challenge: roll a pool of six-sided dice
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• Success = you roll a 1 on any die​​​​​

• Failure = you don't roll a 1 on any die​​​​​​

Each character has three Traits (Physical / Mental / Social), as well as custom Skills and Items. A specific amount of six-sided dice (d6s) is assigned to each Trait, Skill, and Item.
When a character attempts to overcome a challenge (anything that has the potential to fail), a dice pool is formed starting from a Trait: is this a Physical, Mental, or Social challenge? Once that's determined, additional dice can be added for any Skills and/or Items that seem appropriate to the situation (approved by the Game Runner).
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Once you have your dice pool, roll and find out what happens! This is the time to be creative and roleplay all successes/failures however you and your group want.​​​
HIT POINTS
(battles / wounds / damage)
​​• Offense = If your roll succeeds, you "hit" the opponent and they subtract Hit Points equal to the amount of dice you rolled.
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• Defense = If your roll succeeds, you decrease the damage you take by the amount of dice you rolled.
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• Hit Points drop to 0 = Knocked out and your Boost Points reset to 0.
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• Action-Response Setup: a Player does an action, an opponent responds with an action. Repeat.​
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• Healing = If your roll succeeds, character regains Hit Points equal to the amount of dice you rolled.
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(characters automatically regain all Hit Points per "long rest")
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* The Game Runner never rolls dice - Offense/Defense rolls are always from the Player​s
When characters enter situations where failure could "wound" them in some way or be detrimental to their well-being (to the point of being knocked out or incapacitated), Hit Points come into play. In these situations, opponents/obstacles also have Hit Points, where it takes a certain number of damage to defeat them. Keep in mind that "battles" or being hit doesn't always have to be in the context of physical fighting - it could also be in the form of mental, emotional, or social "battles," as not all situations are physically threatening. ​ DICE POOLS: When "attacking" (offense), build the pool that's most appropriate to the situation as you normally would (Traits + Skills + Items). • Success = you hit the opponent, and they must subtract Hit Points equal to the amount of dice you rolled • Failure = you don't do any damage to the opponent ​ When "defending" against an attack, the Game Runner will tell you how much damage is coming your way (based on severity), and call for a specific Trait roll to defend yourself. Then as usual, add the Skills and/or Items that seem appropriate to the situation. • Success = Decrease the damage amount by the number of dice rolled. If there's any damage left over, this number is subtracted from your Hit Points. • Failure = Your character takes full damage and you subtract that from Hit Points. EXAMPLE: An opponent punches you for 3 damage. You defend by making a Physical Trait roll (2 dice) and succeed. Therefore, you succeeded on avoiding 2 damage, but still must subtract 1 from your Hit Points. For healing, as usual build the pool that's most appropriate to how you want to heal yourself or another character (Traits + Skills + Items). The default Trait will usually be Mental. • Success = character regains Hit Points equal to the amount of dice you rolled • Failure = character doesn't regain any Hit Points You can only attempt to heal a character once per scene (such as after a fight). Characters automatically regain all Hit Points after a "long rest" (your group can determine what that means). ​ There is no initiative or turn order - opponents respond to Player actions and vice versa, one by one. Try not to get too bogged down with strict mechanics like distance and actions per turn - treat it like other conflicts where there's a "realistic" action then reaction, giving the Players space to improvise and take turns. Your group should also agree on what an "action" means, such as running toward/away, reloading, taking a weapon out, persuading, etc. ​ Being knocked out can simply affect the narrative, and as a group you can roleplay that however you want, or you can use the Character "Death" mechanic in the GAME RUNNER SECTION for additional consequences. However, getting knocked out always resets your Boost Points to 0. Hit Point damage can also come from dangerous obstacles, or represent any harm (physical/mental/social) that the characters experience at any time - usually due to a failed roll. Lastly, note that the Players are always the ones rolling. In other words, the Game Runner never rolls dice but calls for rolls by the Players.
BOOST POINTS
(rolling extra 1s)
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• Any additional 1s on a successful roll gets added to Boost Points.
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• At any time, 1 Boost Point can be spent to do one of the following:
- Add 1 Hit Point of damage on a successful attack roll
- Ignore 1 Hit Point of damage taken
- Regain 1 additional Hit Point on a successful heal roll
- Roll an additional 1d6
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* You can spend as many Boost Points as you want at one time.
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* If you fail a roll, you can spend Boost Points to roll additional 1d6s to try to succeed.
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* You can spend Boost Points to aid other Players.​
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• All character Boost Points NOT used by the end of the session are added together. Everyone's "Growth" points increase by this number, then all Boost Points reset to 0.
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• Character Growth: when your Growth points reach 20, your character receives the following:
+1d6 to all current Skills
+1 to Hit Point cap
+1d6 to a new Skill of your choosing
(Growth points reset to 0 after reaching 20)
EXAMPLE: you roll a pool of 5d6 and get - 1 / 3 / 6 / 1 / 1 In this case, you have two extra 1s on top of your successful 1. ​ This means you now have 2 Boost Points to use at any given time, and you can continue to stack up Boost Points as you play. ​ You can also use as many Boost Points as you want at one time. For example, you can use ​​5 Boost Points to add 5d6 to your roll, or 3 Boost Points to add 3 more Hit Point damage to a successful attack, or 4 Boost Points to ignore 4 Hit Points of damage. If you fail a roll, you can spend Boost Points to roll additional 1d6s to try to turn it into a success. You can also do all of the above to help other Players, such as spending Boost Points to give another Player extra 1d6s for their roll. ​ CHARACTER GROWTH: If you have any unused Boost Points at the end of a session, you must add those together with all other character's unused Boost Points. This total is then added to your Growth point section, and your Boost Points reset back to 0. Whenever your Growth points reach 20, you add 1d6 to all current Skills, increase your Hit Point cap by 1, and add a new Skill of your choosing with 1d6 (ideally this should make sense with what your character has done thus far in the story). Growth points can carry over after reseting, meaning if the group is at 17 and receives 5 more, they level up and also have 2 Growth points after reset. You can change the Growth number (20) if you feel that "leveling up" is happening too fast/slow. ​ REMINDER: If your character gets knocked out at any point during the session, you lose all your current Boost Points and reset to 0.
THE GAME RUNNER
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• Helps Players create their characters and "group goal"
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• Creates conflict/scenarios for the characters to interact with
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• Roleplays everything in the world
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• Guides dice rolls and outcomes
​​The Game Runner ultimately guides the gameplay, and operates the world that the Players get to roleplay their characters in (which includes roleplaying everything in the world).​​
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There's a lot that can be said for being the Game Runner, and the ADDITIONAL GUIDANCE page contains more in-depth guidance for all of the above, but if you just want to keep it simple and get to playing:
1) Choose a "world" in the START PLAYING section.
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2) Have Players choose a pre-made character sheet from the list (they also choose a character name and custom Skill).
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3) Find out their goal as a group, then put them in a scenario with obstacles in the way of that goal, using the"Recommendations and Examples" section for obstacles.
(or use the pre-written scenario, if provided)
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4) Let the characters interact with the world, and call for rolls as often as possible to see what happens!
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* See the TEMPLATES page to help customize/populate the world during preparation or on the fly.
EXAMPLE CHARACTER SHEET​
(from Superhero world)

* To read more about my philosophy of Roll 1 as a system (the mindset, development, reasons for choosing mechanics, and more), click HERE
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* For a fun idea, you can buy blank d6s and mark one side with a sticker or marker, so if you see that mark you know you succeeded.