The Inverted Tower/Draft 4.5
Under consideration
No XP if the current level is +2 the floor level (to circumvent farming)?
Open Questions
Retreating?
Should we have some kind of grind mode?
Game is too mechanic?
- I need to add some non-battle mechanics. Maybe a table before encounters?
- Quests?
- Trader monsters?
- Feats of Strength?
- Especial rules for the necromancer combat
- Second-wind?
- Should elites cause 2 points of damage?
Changelog
Small change on combat rules
Rules
Character Creation
Attributes
There are three attributes in this game:
Attribute | Description |
STR | How strong your character is |
DEX | How dexterous your character is |
INT | How intelligent your character is |
Select one attribute and put one point in it. The other two will start as zero.
Hit Points
Max HP starts at 5. You can never heal past your Max HP.
Initial Equipment
1 Dagger — adds +1 to a combat roll and then discarded.
1 Potion — recover to Max HP and then discarded.
Rolls
These are all the rolls you going to use to play The Inverted Tower:
Name | Abbr. | Desc. |
Dice Roll | DR | Roll, compare with table |
Dice Check | DC | Roll. Passes if die is 5 or 6 |
Epic Check | EC | Roll. Passes if die is 6 |
Split Roll | SR | Roll, then: 1 or 2: option 1 3 or 4: option 2 5 or 6: option 3 |
A 6 is always a success and 1 is always a failure.
Gameplay
New room: DC. If passes, DR for Event type. If fails, Its an Encounter.
- If Event:
- Make a note on the room if event room.
- Each floor has only one event room of each kind.
- Event rooms have no monsters.
- If Encounter:
- SR(1,2,3) for number of monsters
- EC for elite monster. If passes, one monster is an elite.
Resolve event or encounter. To Resolve an encounter, check the combat section below.
If the encounter is successful, DR for treasure (from the table).
Tables
Events
Roll | Name | Mechanic |
1 to 3 | Trap | Must handle trap |
4 | Merchant | Sell items (dagger and potion) for 5gp each |
5 | Bonfire | Heals to Max HP |
6 | Stairs | Allows the player to move to the next floor |
Traps
Do an SR(STR,DEX,INT) to see the kind of trap. Do DC with the attribute as the modifier. If it fails, -1 HP and no treasure.
Treasure
Roll | Treasure |
1-4 | 1 gp |
5 | Dagger |
6 | Potion |
Combat
If normal monster, do a DC with the following multipliers:
- choose one of your attributes (STR, DEX or INT) and add it to the roll
- minus floor level (ignore this on floor 1)
- (optional, if available) dagger (adds +1, more than one can be used)
If succeeds
- Monster dies.
- The Player gets 1 XP.
if fails
- The Player's HP is decreased by 1.
If the enemy is elite, check the elite section below.
Leveling up
Every (10 + current level) XP, you level up.
Max HP is increased by one on level up, and 1 point can be added to an attribute (STR, DEX, or INT).
Elite Monsters and Bosses
An elite monster is a terrifying enemy from the levels below who spends some of their time in this room. To kill an elite monster must pass a DC. Daggers can be used to get to this number as usual.Elite and bosses gives 2 XP.
A Boss is another gruesome foe always found in the last room of the floor. Handle it as an elite monster, but do a DC to see how many minions he has. If passed, he has 4. Otherwise, 2. A boss always drops one potion, one dagger, and one gold piece as treasure.
Wandering Monsters
When moving back to an existing room, do a DC. If pass. handle it as a new encounter.
Dead-ends
A level has 12 a maximum of rooms.
If the player gets to the 12th room and still hasn't found the stairs, this room is the stairs and also is the floor boss's lair.
Dungeon Log
Since we no longer have mapped rooms, keeping what we call a Dungeon Log is advised. Each line in it displays what is in the room. For example:
Floor 1
- Room 1 : Trap (INT) (Failed)
- Room 2: Mob 1 (killed) Mob 2 (killed)
- Room 3: Stairs
- Room 4: Mob 1 (killed) ⟶ Wandering: Yes. Mob 1 (killed), Mob 2 (killed)
- Room 5: Mob 1 (killed), Mob 2 (killed)
Flavor
Objective
The game's objective is to get to the 10th floor and slay the necromancer (boss).
Mobs
Elite mobs are Lichs; normal mobs are Skeleton Warriors.
Floor Bosses are the Necromancer Acolytes, who raise skeletons to aid them.