How to Play Magick and Monsters

Опубликовал Admin
26-08-2021, 10:20
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Ever wanted to play Dungeons and Dragons but didn't want to buy everything? Then Magick and Monsters can help! When all you need is paper and a pencil, it couldn't be easier. Also, if your parents don't approve you could easily hide it. Under your bed, inside a dictionary, or just inside a box! No more stacks of paper, bought rulebooks, or empty wallets!

Steps

  1. Get the supplies. Just paper and a pencil, preferably with a rubber/eraser. You could also get some pennies to use as markers for your character. Much simpler than drawing and erasing your character every time you want to move.
  2. Create a character. Pick a name for your character and write it down. Also pick a class; Warrior, Wizard, or Archer. Warriors have to attack when they're right on the enemy and they start with 5 attack Wizards and Archers can attack from afar. Next, write down the HP (which starts off at 30), Attack, and Movement. When you start off they're both 30(except if you're a Warrior you get 40). Wizards start with 30 Mana points to cast spells with. Mana replenishes by 10 every 3 turns.
  3. Draw the grid. The grid should be about 20x20, maybe even larger, if you want more space for treasure and monsters.
  4. Draw walls and objects on the ground and enemies that you made stats for.
  5. Gather friends and play. Have a small 4x3 grid that has numbers 1-12. This will be the Random Number Generator. When it's your turn take the pencil and hold it above about half an inch from the RNG. Drop it and without removing your hand, look at what number you've gotten. This is how many squares you can move through. To attack while a Warrior, move onto the monster and get a random number add your attack and subtract it from their health. Then 'roll' another number add it's attack and that's how much damage you get from the monster. Then keep going back and forth. When a Wizard or Archer attacks, get within 12 spaces between you and the enemy. Then roll and if you get enough spaces to where you could get on them, then you hit. Archers add their range # to that number. Next of course, roll for the attack. After that, roll for the monster, and it goes after you the number of spaces you rolled.
  6. Leveling up. To get experience points, defeat a monster and the number of its HP is how much you get. To level up, get enough EXP. to equal the number of your HP. Once you do, distribute 5 points to your HP, Attack, Movement, Range or Mana. If you have points in your stats add them to your roll. Archers are the only ones who can add to range, wizards are the only ones for mana.
  7. Finished.

Tips

  • Weapon ideas:
    • Sword+ 5 damage
    • Spear+ 3 damage, and can be used for ranged fighting, ONCE
    • Axe+ 7 damage, -2 speed
  • You can also use races:
    • Humans start out with 5 extra XP.
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