A purple dragon breathing green flame at a pink rocket lying around a d20.
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Initial Principles

Players are the people playing the game, who will be interacting with the game via their Characters.

Game Guides (GGs) are a Player who has decided to take the role of running the game, helping to steer the narrative, and provide voice and character to Non-Player Characters (NPCs) and Monsters that the Characters may come across. GGs could be running a pre-written narrative module, they could be using improv to react actively to the Players' choices, or most likely something in-between. Remember the GG is as much a Player as the rest of the table and this game is a collaborative experience.

This game makes use of d4s, d6s, d8s, d10s, d12s, d20s, and d100s. The d standing for dice with a set number of sides.

If a rule says to increase the size of a die, it means you should use a die of the next largest size, doing this a number of times equal to the amount stated. Doing the inverse when the rule says to decrease the size of a die. A die can unless otherwise stated, never be increased in size above a d12 nor reduced to a size smaller than a d4.

If you would have an effect increase the size of a die when you currently do not have a die, such as for Unarmed Strikes, the first increase grants you a d4.

If an effect would increase the die size above a d12, then unless the ability says it can turn into a d20 (at which point this paragraph's effect occurs if you increase the die size again, replacing the d12 with a d20), you roll the d12 twice using the higher result.

If a rule says to flip a die, if you have physical dice use the die face of the opposite side from the one currently facing you. If you do not have physical dice or are unsure use the following calculation:


Die's Flipped Value = (Die's Maximum Value + 1) - the Die's Current Result


Some physical dice may not follow this rule based on where they were created, decide at your Table whether you wish to use the die's actual faces or this calculation.

A Target can only benefit for one instance of an effect at one time. If multiple effects of the same name apply to a Character they only use the instance that gives the largest Bonus/Penalty.

If a rules does not state otherwise always round up for resolving effects that lead to a fractional result.

A final principle is specific rules always trump general rules. This means while a generic rule may exist such as "Character Traits have a maximum value of 5", if a specific rules such as that of a Feature says "you can increases a Character Trait to 6" that specific rule would override the generic rule.


This document concerns the Core Rules of the game system. For all rules concerning Character Generation, Levelling, and Classes please see the appropriate Class Playbook of the 20-Sided Adventure Rules Pack.

For advice for Game Guides, please see the Game Guide's Companion, and for the Stat Block of NPCs and Monsters please see the Bestiary, also located in the 20-Sided Adventure Rules Pack.