Rollbard RPG
Overview
Rollbard RPG is a lightweight tabletop roleplaying system built around a simple core: choose your stat, roll its die, and beat the target. It’s designed for fast, narrative-driven play where character traits and smart thinking matter as much as the numbers on your sheet.
Stats
Every character has four stats. Assign one die each from d6, d8, d10, d12.
| Stat | Depleted Condition |
|---|---|
| Might | Injured |
| Spirit | Frightened |
| Grace | Slowed |
| Intellect | Dazed |
Each stat has a track. The track’s maximum equals the die number. When a stat’s track hits 0, the corresponding condition applies — that stat is rolled at disadvantage.
Core Resolution
Choose the relevant stat and roll its die. Compare the result to the difficulty.
| Difficulty | Target | Result |
|---|---|---|
| Easy | 3+ | 1–2 fail · 3+ success |
| Medium | 5+ | 1–4 fail · 5+ success |
| Hard | 7+ | 1–6 fail · 7+ success |
- Failure: Something goes wrong.
- Success: Clean result.
Traits
Traits cover aspects, weapons, skills, powers, and more. A character has up to 10 traits.
- A relevant trait lets you roll with advantage (stat die + d20, take the higher).
- A relevant trait can justify a roll that would otherwise be impossible.
Advantage and Disadvantage
- Advantage: Roll stat die + d20, take the higher.
- Disadvantage: Roll stat die + d20, take the lower.
- Conditions cause disadvantage on the affected stat.
Luck Points
- Start each session with 1. No cap.
- Gain 1 on any lucky roll (rolling the maximum value on your die).
- Spend 1 to add +1 to any result after rolling.
- Spend 1 to reroll. Must take the new result.
- Spend multiple on the same roll.
| Die | Lucky Roll On |
|---|---|
| d2 | 2 |
| d4 | 4 |
| d6 | 6 |
| d8 | 8 |
| d10 | 10 |
| d12 | 12 |
Combat — Attacking
3 actions per turn. Every roll action steps the active die down. Resets at the start of your next turn. Floor is d2.
| Roll | d12 | d10 | d8 | d6 |
|---|---|---|---|---|
| 1st | d12 | d10 | d8 | d6 |
| 2nd | d10 | d8 | d6 | d4 |
| 3rd | d8 | d6 | d4 | d2 |
Move, interact, and use item actions do not step the die down.
Combat — Defending
When attacked, choose a stat that fits the narrative. Roll its die against the attack difficulty.
Spend track points equal to the gap between your roll and the target. If your roll meets or beats the target, spend nothing.
If you cannot or choose not to pay, the track drops to 0 and the condition applies immediately. Luck Points are kept.
Luck Points may be spent to raise the defense roll and reduce points owed.
| Stat | Typical Use |
|---|---|
| Might | Absorb or endure a physical hit |
| Grace | Dodge or evade an attack |
| Spirit | Resist fear, psychic, or soul attacks |
| Intellect | Outthink or counter a mental assault |
Stat Tracks and Conditions
Track max = die number. The condition clears when the track recovers at least 1 point.
| Stat | Condition | Effect |
|---|---|---|
| Might | Injured | Might at disadvantage |
| Spirit | Frightened | Spirit at disadvantage |
| Grace | Slowed | Grace at disadvantage |
| Intellect | Dazed | Intellect at disadvantage |
Resting and Recovery
| Rest | How It Works |
|---|---|
| Take a Beat | Not in danger. Pick one stat, roll its die, recover that many points. Max 4 uses between long rests. |
| Long Rest | Safe location or campsite only. Fully restores all tracks. Resets beat counter. No roll. |
Character Sheet
A printable two-page character sheet is included with the game. Page 1 contains the character sheet with stat blocks, trait slots, luck points, beats tracker, and inventory. Page 2 is a rules reference with all resolution tables, combat rules, and recovery information.