Hero's Guild d10 Player's Handbook Edit

Welcome to the Hero's Guild role-playing system. Whether you are new to tabletop role-playing or a veteran, it is our hope that you will enjoy your time here. The creation of this system was based on a few core principles after years of tabletop gaming and playing multiple other tabletop games. The first of these principles is that any game should primarily be focused on the player having fun. To do that, we have designed this system to be as streamlined, simple, and versatile as possible to create, play, and grow the character they have always wanted to play. There are virtually no limitations to the extent at which a character can be customized and grow through the story.

Story. That is the second major principle. We wanted to develop a role-playing system, not a roll-playing system. We have been there when the dice too often failed us at critical moments. Moments that could have been spectacular stories, but the dice had other plans. As your character grows into the skills they use, the dice become less of a master and more of a small bonus to add on to the already epic action your character is capable of. Though there is still an element of chance in the presence of dice, the more your character grows, the more remote failures and the more likely heroic actions become.

That brings us to the third principle, failure is just an opportunity for the character to learn from their mistakes, or more fiercely, what doesn't kill you makes you stronger. In this game system, characters who do fail at attempts to do things that are just too hard for them grow in that ability so that next time around, they may succeed.

This handbook is not intended to teach you how to role-play. Resources abound with vocabulary such as Dungeon or Game Master, Player, NPC, and the like. Encyclopedic volumes have been written about good storytelling, adventuring, and how to manage or play in a campaign. We may interject some of our own philosophies from time to time as they seem relevant, but for now, we'd like to get started on the core mechanics of the game. To do that, we will jump right into character creation.

Dice Mechanics Edit

The dice mechanics of the Hero's Guild system is simple. The player rolls 1 or more 10-sided dice. The higher the roll, the better. Most of the time, there is only 1 die to roll and then bonuses are added based on characteristics, skill, and equipment involved. Dice are rolled from two perspectives: active and reactive. Ties always go in the player's favor.

1d10 Edit

Every action taken by a character requires a simple 1d10 roll. This roll, along with appropriate bonuses, determines the success of an action. Most of the time, players will make the roll, but sometimes the Game Master will need to roll for the player (else they might give away a surprise).

Xd10 Edit

Certain creatures, damage, and highly advanced skills may require more than 1d10 for a check. For these checks simply roll the number of 10-sided dice before the "d" and add bonuses.

Critical Rolls Edit

Critical rolls are not determined just by the randomness of the dice, but by the difference between the check and what the check is opposed to. This is determined by the roll of the dice first, then by the magnitude of the difference between the active roll and the opposed numbers. For every 10 points difference, there is an increase in the level of success. Depending on the nature of the roll, this can mean a job really well done or more damage dice to roll for a successful attack.

For example, Muskrat rolls to disarm a trap. The DS of the trap is 15. Muskrat rolls a 28, which is more than 10 points greater than he needed. Not only is he able to disarm the trap, but he can also recover the trap for later use should he choose.

Rolling a 10 Edit

In addition to the difference in rolls providing greater success, the heroes (and the villains) have the capacity to do some amazing actions by rolling a natural 10 on the dice. A natural 10 is when the 1d10 actually turns up as a 10 before any bonuses are applied. When a roll for a check turns up as a natural 10, the player may roll the dice again and add that to the check. This may be done every time the check roll turns up as a 10 no matter how many times it happens.

For example, Thean rolls an attack roll against a Guinenkey and rolls a natural 10. He rolls again and scores another 10. His final roll turns up as a 3. He gets a roll of 23 plus his attack bonuses against the Guinenkey which likely leads to greater damage dice.

Navigation Edit

Hero's Guild Players Handbook Home Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - Optional Classes Edit

Copyright Edit

The Hero's Guild d10 Roleplaying Game generally, this page, and all other pages linked to it are copyrighted (© January 2017) by Hero's Guild Publications. The Player's Handbook (PHB) is free to use and may be distributed for free as long as copyright and a link to this page are included in the printing. Subsequent suplements produced by Hero's Guild Publications are not free to distribute, copy, or otherwise violate standard copyright protection and violators will be prosecuted.

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