Friday, July 4, 2025

Open Lite RPG

This game is free for non-commercial use.

RULE ZERO
The rules provide structure for the game, but the fiction we create is based on realism; therefore, the logic of a scene beats the rules.

RULES LITE
A rules lite game allows the Game Master (GM) to interpret the rules to serve their style. DIY and design are expected. GMs can change, add, or subtract rules, but new rules should not add unnecessary complexity that doesn't improve the game.  For example, you don't need a rule for playing a musical instrument when we can believe that a character can do so because the player included it in their character concept or history. This game can be adapted for any setting and any genre.

PLAYER CHARACTERS (PCs)
Discuss character concepts with the Game Master (GM). PCs must suit the tone and setting, and must be able to work with a team. PCs need a goal to pursue in play. Create an ordinary person who becomes an adventurer.

ABILITIES
Roll three six-sided dice (3d6) for each ability to generate an ordinary person. Abilities describe your character, but do not limit player agency (example, a low intelligence character does not mean you have to play your character unwisely).

Strength: hand-to-hand, Load
Agility: Defense, saves
Vitality: Max HP, saves 
Knowledge: tools, crafts, lore
Perception: Missiles, surprise
Willpower: Magic, saves
Luck (optional): critical range, random table rolls

Score Modifier Description
3 to 6 -1 modifier below average
7 to 14 no modifier average
15 to 18 +1 modifier above average

HIT POINTS (HP)
Your maximum HP is 10 + your vitality modifier. HP represents your physical condition, and so HP loss abstractly represents wounds or injuries. Recover 1 lost HP per day representing natural healing. At 0 HP, make one Save; Success means unconscious for one hour, failure means death.

DEFENSE (DEF)
Your Defense is 10 + your agility modifier + bonuses from armor and shields. Defense represents your ability to defend yourself when you are willing and able. Your touch defense is 10 + agility modifier and is applicable for attacks that do not need to penetrate or bypass armor such as wrestling. Defense cannot exceed 19.

CLASS
Class is a game term for the sake of game terminology. It suggests rather than describes your characters' background, skills, and knowledge. PCs are limited to one class. These class options are left vaguely defined for you to flavor as you like. Assume all classes are fit for adventure, can use improvised weapons and peasant weapons, and can do basic things like light fires and climb ropes.

Fighter
Fighter describes an athletic person who can use all weapons, armor, and shields. Fighters get a +2 to saves vs fatigue.
Lv Hit Save
1 +1 14
2 +2 13
3 +2 12
4 +3 11
5 +3 10
6 +3 9
7 +4 8
8 +4 7
9 +4 6
10 +5 5

Mage
Mage describes someone who can cast spells (or use supernatural powers in other genres). Mages add a +2 to saves vs Magic.
Lv Hit Save MP
1 +0 15 2
2 +1 14 4
3 +1 13 6
4 +1 12 7
5 +2 11 8
6 +2 10 9
7 +2 9 10
8 +3 8 11
9 +3 7 12
10 +3 6 13

Rogue
Rogue describes someone who is trained or self-taught in specialized and unconventional skills (suited to the setting, genre, etc. of the game). Rogues can use light armor, one-handed swords, and crossbows or longbows. Rogues add a +2 to saves vs traps.
Lv Hit Save Skill
1 +1 15 1-2 in 1d6
2 +1 14 1-2 in 1d6
3 +1 13 1-2 in 1d6
4 +2 12 1-3 in 1d6
5 +2 11 1-3 in 1d6
6 +2 10 1-3 in 1d6
7 +3 9 1-4 in 1d6
8 +3 8 1-4 in 1d6
9 +3 7 1-4 in 1d6
10 +4 6 1-5 in 1d6

LEVEL
Level describes how experienced you are in your class. Lower levels mean amateur, higher levels means seasoned.

EXPERIENCE POINTS (EXP)
Characters need 20 * their level in exp to increase their level (example a level 3 character needs 60 exp to reach level 4). Encounters are worth 1 to 4 exp, where a 2 exp encounter is an ordinary difficulty encounter. No exp for absenteeism. Players may not level up mid-game session.

TO-HIT BONUS (HIT)
Your hit is how well you can hit with barehanded attacks and weapons you can use or to grapple an opponent. Add to your d20 roll when you attack along with any other appropriate modifiers. An attack hits when the roll is greater than or equal to the opponent's Defense.

SAVING THROWS (SAVE)
A save is rolled in response to something that acts on you and does not ordinarily require a turn. Roll a d20, add any modifiers, try to roll equal to or greater than your own Save. Escaping a grapple or hold must be attempted on your turn and requires a successful save.

MAGIC POINTS (MP)
MP is another game term for terminology's sake. It represents magical stamina (or stamina with supernatural powers). All spells cost 1 to 3 MP to cast and require one turn to cast.

SKILL
Skill describes your ability to succeed at very specific actions described below. Roll a 1d6, and roll less than or equal to your skill. A GM may assume that only a Rogue can attempt these, or that other classes may attempt them with only a 1 in 1d6 chance of success.
Move silently without being heard
Hide in shadows without being seen
Pick pocket (or plant) without being observed, although the pick is noticed
Pick locks with lock picks
Disarm traps successfully and safely
Listen for and discern noises at doors
Climb 50 ft increments without fatigue
Additionally, a Rogue can backstab an opponent who is unaware of their presence. The attack roll is made with a +4 situational modifier, and on a hit the maximum damage is done (example, 6 damage if rolling a d6 without modifiers).
(optional) Track foes, wild game, etc. and identify such signs in the wilderness. Additionally, navigate unfamiliar regions, forage, nature lore and natural remedies, Foe expertise (specify Foe).

LOAD
Load is your carrying capacity. You can carry a maximum of 10 + Strength modifier items. When you are at your maximum load, you are encumbered and move at slow speed (15 ft per turn). Some items are heavy or bulky and count as two items, like metal armor or two-handed weapons. Some items are petty and count as 0 items. Some items stack up to a fixed quantity, like a container of ammunition. Record fatigue and similar conditions using item slots representing the effects that these conditions have on your character. There is no catalog of equipment. DIY.

EQUIPMENT
There is no catalog. DIY. Barehanded strikes do 1d3 damage. Assume weapons do 1d6 damage. Small and improvised weapons do 1d6-1 (minimum 1 point of damage). Large weapons do 1d6+1 damage. Metal armor is always considered heavy and may be restrictive and noisy.

LEVEL UP BONUSES
The class options available can be distinguished with bonuses. Players may choose one when they level up, though the availability of these options is subject to the GM.
  • +1 Max HP (cap 20 + vitality modifier)
  • +1 to an ability score (cap 18)
  • +1 to Load (cap 20 + strength modifier)
  • +1 to base Defense (limit once)
  • -1 to Save (limit once)
  • Light Armor use
  • Heavy Armor use (requires light armor use)
  • Shield use
  • Weapon use (choose)
  • Weapon specialization (choose one weapon, cap +1)
  • Critical hit range +1 (cap 18 to 20; restriction cannot take at consecutive levels)
  • Other, including special actions or movement, specialized skill or talent, extraordinary trait, etc. DIY (discuss with GM).

HOW TO PLAY
The game is played through conversation and can be freeform or structured into turns like a board game. In all contexts, players can do one dedicated thing on their turn. First, the Game Master (GM) describes the scene, setting, or situation (almost like a narrator). Second, the players describe what their characters do and/or say. Third, the GM describes the results. Repeat until a scene is resolved, then establish a new scene.

In general, if an action or speech can reasonably succeed, it does. Pass or fail die rolls are necessary only to simulate things we cannot do at the game table, like fighting. Saving throws can be called for by the GM to determine if characters can avoid harm for their actions. If something is sincerely impossible, no statistic or die roll will allow it to succeed.

COMBAT
Combat is structured into a GM turn and a Player turn, though all actions are assumed to happen simultaneously. A combat turn represents seconds. The player turn is structured into two phases. Phase 1, all players declare their intended action. Once declared, you can't change it. Phase 2, all players roll dice, and the GM narrates the results. Turn order may be apparent based on the logic of the scene, otherwise, the GM determines who goes first with a single d6 roll where the player turn is first on a roll of a 4-6. Note that there is no move action or double move; Players can simply move up to their movement (30 ft) as part of their action.

EXPLORATION
Exploration is structured into turns. Each player can do one dedicated thing per turn. There are no die rolls to find hidden things (example perception). Information is revealed by the GM as the characters interact with the room or scene (information for action). An exploration turn represents 10 minutes in a small scale location like a dungeon and assumes characters are taking their time, or 1 day in a large scale location like the wilderness. If actions can be resolved in less than a full turn, count the turn for tracking purposes, but treat the time as negligible and fold it into the next turn.

SOCIAL INTERACTION
There are no die rolls to resolve conversations or to interpret meaning in non-player characters (NPCs) face, voice, or body language. Players should treat NPCs like real people and rely on their curiosity and creativity. They will remember you. NPCs can be a resource. Try to make NPCs happy by finding out what they want and offering it to them.

FAST TURNS
Long turns are boring and slow the game down. Excessively long turns can be skipped or cut short by the GM. To keep your turn concise, turn off your gamer brain and stay in character as much as possible. Rather than ask the GM for a explanation about a room, describe how your character explores and ask what your character sees. Never discuss rules during the game. Do not have out-of-character discussions about what you can do or should do. Pay attention when it's not your turn so you never need a recap. Consider the length of time that your turn represents in-game (example a combat turn is seconds). Avoid using game terminology. Describe what your character does or says fluidly like writing a line in a book and tell us what we see. No do-overs or retcons.

SITUATIONAL MODIFIERS
There are times when situations offer a character an advantage or disadvantage to an action. The GM should use their judgment and apply a conservative modifier not to exceed +/- 4. Some examples of situations that may permit a situational modifier are: obscured line of sight or reduced visibility, partial concealment or cover, a magical effect, a physical condition or restriction.

MONSTERS AND OTHER OPPONENTS
Human opponents should be designed with similar logic to PCs, but monsters should not. Stats like Strength and Agility are excessive for NPCs. Below are recommendations. Please change them to suit your game.

Hit Avg To- Average
Die HP Hit Save Def Damage Size Example
1 3 +1 14 10 1d3 half goblin, hobbit
2 7 +2 13 11 1d6 base human, elf, orc
3 10 +3 12 12 1d6+... double lion, bear, ogre
4 13 +4 11 13 2d6 triple        giant, *dragon
5 17 +5 10 14 *dragon breath can do 3d6
6 20 +6 9 15
7 23 +7 8 16
8 27 +8 7 17
9 30 +9 6 18
10 33 +10 5 19