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Dice & Glory

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Dice & Glory is a generic role-playing game system created by Robert A. Neri Jr. and published by Ranger Games. The game was first published as a "Lite" version in late 2006 and later the Core Rulebook in February 2007 by Ranger Games. The 1st edition was released on RPGNow.com and its partner's including DriveThruRPG.com catalogues on March 6, 2007.


For most situations the game uses 1d20 + skill versus a set difficulty though it is not a D20 system game.[1] There are also rules for percentile based "proficiency checks" in certain situations. The system uses "skeletal" classes which determines only the most basic bonuses also allowing for zero level characters. Character creation uses the random-roll of 10 base attributes with choice of class and to a lesser extent race, and point-bought skills. These 10 base attributes are further evenly subdivided into spiritual and physical attributes. The spiritual attributes which define a player character's mental/emotional abilities are Intelligence Quotient, Mental Endurance, Charisma, Wisdom and Aura. The physical attributes which define a player character's raw physical ability and health are Constitution, Dexterity, Strength, Beauty and Perception.

The base character classes are: Brick, Fighter, Adventurer, Rogue, Mage, Psychic and Clergy.[1] The magic system uses a casting check to determine if a known spell was cast or not and is designed modularly allowing players and Game Masters to write their own spells.

It has a turn-based combat system which uses base attribute modifier driven rolls along with combat maneuvers, moves such as flying kick or uppercut allowing for various uses of grappling, kicking, stomping or overbearing opponents and uses defined strategic advantages and special tactical decisions such as bonuses for high ground or ambush. The combat system also has an experience level system independent from that of character class and features the capability for players and GM's to create specialized martial arts.

The psionics system is skill based separating individual psychic powers into attribute based skill checks. Psychics can attempt various effects and their success is gauged by the psionic power check.

Items, weapons and armor use a modular statistic system to construct stats which define an object to be used in a game setting. This allows for a wide variety of item, weapon and armor types. Weapons are also partly based on attribute modifiers, that is, a weapons bonuses to attack or defend rely on one of its wielder's base attributes as well as combat bonuses. An example: a wooden club gaining damage and strike bonuses from its wielder's strength score. The armor system uses a Damage Reduction and Hit Point system allowing armor to protect but to also take damage.

All other supernatural abilities are termed Uncanny Abilities and are presented in a modular fashion breaking down these abilities into statistics. These powers are based on skill type attribute dependent "power checks". Uncanny abilities are built from general categories determining their nature and filling in the varying statistics needed for gameplay. The experience system is point reliant but uses them in a "cash-in" system. That is allowing players to "buy" certain perks such as feats, combat and class levels which expends experience points.


  1. 1.0 1.1 Kim, John H. An Encyclopedia of Role-Playing Games, www.Darkshire.net

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