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2D6 Dungeon - Unofficial Classes Approach

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100% found this document useful (1 vote)
2K views12 pages

2D6 Dungeon - Unofficial Classes Approach

Uploaded by

orionkast2001
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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

This is an unofficial supplement for 2D6 Dungeon game — 2D6 Dungeon is copyright of DR Games and Toby Lancaster

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1
CLASSES APPROACH FOR 2D6 DUNGEON

This document represents an unofficial approach to Classes for 2D6 Dungeon (a


roll-and-write, print & play, solo player, Dungeon Crawler game). This is not a
standalone game. This document is a supplement and 2D6 Dungeon is required in
order to play. Please visit www.drgames.co.uk

CONTENTS

- Introduction 2
- Way of the Cleric & Memorizing Scrolls 3
- Way of the Pyromancer & Using Pyromancies 4
- Way of the Ranger & Aiming Throwing Weapons 5
- Way of the Hunter & Using Bows 6
- Way of the Druid & Handling Companions 7
- The Whipped 9

The concepts that are described in this document have been designed not to change
the level of complexity or contradict the core rules of the game 2D6 Dungeon
version 1. If there is an explicit change proposal, it is highlighted. References to the
Rule Book are represented in brackets with page number, for example [RB p.10].
2D6 Dungeon is a solid (and amazing) game, thoroughly tested by many players.
The Classes that are suggested in this document introduce a wide variety of
adventurers that may change the balance of the game as it was designed. I hope that
players find them enjoyable as much as the original adventurer.

CLASSES APPROACH FOR 2D6 DUNGEON is an independent production


by Salvador Egea and is not affiliated with DR Games or Toby
Lancaster. It is published under the 2D6 Dungeon Third Party License.
Special Thanks go to Toby Lancaster for designing games like 2D6 Dungeon and to people who helped him
and to Daniel from “The Dungeon Dive” for showing me this game.

EASY DRAGON April 2024 v.1

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 1
Introduction Precision Points (PP)
PP represents the relation between
As a conceptual approach, adventurers (and adventurer’s Dexterity and Intelligence. It is
most of the characters) can be defined by used as a measure of adventurer’s accuracy
three main characteristics: and mental agility.

Five Classes are proposed in this


- Strength
document. Each Class has associated
- Dexterity starting points of the attributes, weapons,
- Intelligence equipment and specific rules, all detailed in
later sections.
These characteristics determine the three The progress of the adventurer is managed
attributes that are used in the game 2D6 by the player, that means, whenever you
Dungeon: level up and you gain attribute points you
may choose where to add them, taking in
- Shift Points (SH or SP) account that an attribute may not be more
- Discipline Points (DP) than 2 points over any other attribute,
- Precision Points (PP) because that will unbalance your
adventurer.

STRENGTH Attribute Points per Level Table [RB p.10]


Adventurer
1 2 3 4 5 6 7 8 9 10
Level
Total
3 4 5 6 8 9 10 11 12 14
DP SP Points
Increase - +1 +1 +1 +2 +1 +1 +1 +1 +2

PP
If it’s not said the opposite, each class starts
INTELLIGENCE DEXTERITY
with the standard items, weapon, armour,
scroll, potion, etc. [RB p.9]

Custom Class
Shift Points (SP)
SP represents the balance between Strength
After experiencing with these Classes,
and Dexterity. It determines how
players should feel free to customize their
successfully and how fast can the
adventurer, picking characteristics from a
adventurer perform maneuvers and change
class that they consider may fit other class.
between them. It is used also as a
measurement of how characters are
The Whipped
affected by fatigue during combat.
The last chapter is not a class itself, it is
Discipline Points (DP)
presented as a different character to start
DP is a measure of mental strength. It
with. It can be used also as a starting point
determines the adventurer’s ability to deal
for Adventurers that were left for death in
with aspects like magic and memorization.
combat, if desired.

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 2
Way of The Cleric You are not only good distilling delicious
liquors, also potions bombs that you
“A travelling Cleric with a great pledge prepare have enhanced effects [RB p.27],
upon his soul”. You are looking for that see Potion Bombs prepared by Clerics
glorious relic of your God and a proper Table.
place where it can be exhibited, so more
adepts will join your prayers. Memorizing Spells

Cleric starting attributes are: 1 SP, 2 DP Clerics can memorize spells from scrolls,
and 0 PP. that means it is not lost because you can
write it. Your God through your faith and
You may select one god you are devoted to, prayers provides the magic energy to the
then fill the first Favour Point (FP) of this scroll in the writing process. You keep
god as permanent. always some papyrus, feather pen and
ink in the backpack.
Guided by your faith: if you find
something dedicated to a god and it is said New scrolls must be read successfully once
to roll on GOT table, first roll a D6, 3-6=it to be memorized. The maximum number
is dedicated to your God, 1-2=roll on GOT of scrolls that you can memorize is your
table. DP/2 rounded down, however, bear in
If you find a Small Room and you Roll 4-9 mind that even expert clerics would never
on L1SR you can re-roll if you wish, you try to memorize complex scrolls (have
can do it a maximum number of times Dispel Doubles listed) as any tiny mistake
equal to your DP. would have terrible consequences, so you
are not allowed to do that. When you cast a
Offering to other gods: in desperate memorized scroll, you don’t gain XP.
situations you may decide to gain Favour
Points (FP) and call for a Favour from Before you enter the Dungeon, prepare and
other gods, in that case you lose the memorize the first scroll you’ve selected.
permanent FP of your God and reduce -1
DP till your main goal is completed, as Note: Consider creature types Fungi (F)
you’re mentally affected due to your and Plant (P) are not affected by Scrolls of
unfaithfulness. Psyche Orbit.

Potion Bombs prepared by Clerics Table


Type Enhanced Effect
Smoke Screen …and enemy’s SP is reduced -1 next attack.
Flash Phial …and cannot use movement-based Interrupts in the round.
Dark Shell Target loses (5+DP)HP per level of dungeon.
Shrapnel Burst 2D6 +4 +DP damage.
Flame Jar 2D6 +5 +DP damage.

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 3
Way of The Pyromancer Using Pyromancies

“Alone, spurned by all, can cast fire spells The process of casting a spell from
focused on a hand. Only one thing in mind, Pyromancies is similar to Scrolls. If you roll
rest in peace surrounded by swamps”. a double, you carried out the magic effect
successfully, otherwise it fails. However,
Pyromancer starting attributes are: 1 SP, Pyromancers use a different magic
1 DP and 1 PP. resource, which slowly consumes their
humanity, and their humanity fight against
Pyromancers cannot use one hand it. That is represented with Primary
successfully to perform Large Weapon Resistance (PR). You can’t carry out the
Manoeuvres, neither to wear gauntlets nor effect successfully with a primary resistance
use a shield, because it will be affected by die in the double, but you can use your DP
the pyromancy. Instead of a Large Weapon, to shift the dice to a double and also avoid
you use a Curved Sword. Select Primary Resistance.
Manoeuvres from LongSword, but reduce - .
1 the damage modifier. Pyromancies can be used during combat,
with a maximum number of times per
Pyromancers cannot use Scrolls, it is turned combat equal to your PP, since energy
to ashes as they touch it, or Potion Bombs, recovery depends on your mental agility.
as it is too risky to be kept near a flame. You do not gain XP by using Pyromancies.

As a Pyromancer you can remove soaked As with Scrolls, Pyromancies may have
status by yourself [RB p.31]; and whenever Dispel Doubles listed. If you roll a double 6
you receive fire damage (except when double the damage. If you roll a double 1
Dispel Double is rolled), halve it rounded and cause damage, halve it, rounded up.
up.
Your Discipline Points (DP) also
Instead of a starting Scroll, you start with a represents the intensity and duration of the
Pyromancy. fire. If you hit an enemy the fire will cause
an extra damage of points equal to your DP
next round before your next attack, or
before enemy’s attack if you aren’t able to
attack next round.
Pyromancies Table
Pyromancer Primary
Pyromancy Dispel Ds / Effect Modifier
Level Resistance
D6 damage
1-3 Flame 3-3 2
+DP damage next round
2D6 damage
4-7 Fireball 4-4 1&2
+DP damage next round
3-3 3D6 damage
8-10 FireStorm 1&2&3
4-4 +DP damage next round
Note: If Dispel Double is rolled you can’t control the pyromancy’s power, and your arm is engulfed in
flames. Every character around you receives D3 fire damage, including you.
Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 4
Way of The Ranger
Rules about interruption must be applied,
“A nature explorer that felt the call to but you can use your PP to avoid it.
become a Legend”. You know that aiming Aiming Throwing Weapons Table
your throwing weapon is the most Target Dice Set Total Damage
important part of combat, you are not like 6-6 BD +2D6
those warriors that throw knifes like if they 5-5 BD +D6+D3
were throwing rocks. 4-4 BD +D6
3-3 BD +D3
Ranger starting attributes are: 1 SP, 0 DP
and 2 PP. 2-2 BD +1
0 Miss.
Instead of a Scroll you start with a 1-1
Exact roll = mishap,
Throwing Knife, it’s a family heirloom can’t use PP to
with a bone handle. change this roll.
Notes: BD of throwing weapons are
Instead of a wax sealing kit, start with a 6 for Axes, 4 for knives and 2 for
small tool kit and a sharpening stone darts [RB p.26].
which allows you to transform some items,
like for example metal bars, into a throwing Exact and prime rolls also apply as for
weapon. These weapons have a Base attack Manoeuvres.
Damage (BD) of 2. The process is likely to
make noise, for Alarm Check roll 2D6 and If for some reason enemy attacks first, you
add your Precision [RB p.19]. cannot use throwing weapons until enemy
misses an attack, that will let you get
enough distance to throw a weapon.
Aiming
If you are able to recover a throwing
Aim is, in some way, similar to cast a spell
weapon after combat, add your PP to the
from a scroll: you need concentration. That
roll: D6+PP, 1-3= it’s lost.
means you need to roll a double, but in this
case you can use your Precision modifier
From SP=3 of your Ranger, keeping your
(PP) to shift the dice to a double, following
large weapon on your back, you can throw
the same process used with attack
a second weapon before enemy’s attack,
Manoeuvres. In this case it is also
however, you won’t be able to aim properly
important where you are aiming at: the
with it, which means you cannot use your
higher the roll the closer to a weaker spot
PP to shift the dice, until you reach PP=4,
of enemy body you aim, and the higher the
then you can aim with it.
damage will be inflicted as you can add the
modifier to the Base Damage (BD). If after
Your knowledge about Herbalism is
using your PP to shift the dice you don’t
advance, that means you make +1 doses of
achieve a double, the damage will be only
Herbal Remedies and they heal 20% more
BD.
HP [RB p.20].

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 5
Way of The Hunter Points (SP) are reduced depending on the
weapons combination:
“An athletic archer, the last hope of a
Bow – Weapon Combination Table
roving tribe to find a place to start a new
life after their homeland was reduced to Bow Type Weapon Type SP Modifier
ashes by a great fire”. You know that a Large W. -1
Short Bow
Dungeon is not a place for bows, and you Short W. 0
are probably in disadvantage, but that’s the Bow
Large W. -2
weapon you have been training with, since Short W. -1
you were a child. Large W. -3
Longbow
Short W. -2
Notes: Adventurer’s SP cannot be below 0 after
Hunter starting attributes are: 1 SP, 0 DP applying the modifier, if happens, use SP=0.
and 2 PP. Large Weapons: LongSword, GreatAxe and
Heavy Maze.
You start with a Short Bow and a quiver Short Weapons: Dagger and Curved Sword.
that can hold up to 20 Arrows. Instead of a
Large Weapon, you start with a Dagger. For example a Level 1 Hunter with a Short
Select Manoeuvres from LongSword, but Bow and Large Weapon would have SP=0.
reduce -2 the damage modifier.
As your Hunter progresses you are able to
Using Bows change your weapons. Curved Swords use
LongSword Manoeuvres but with -1
Aiming with bows is similar to aiming reduced damage modifier, and cost 90gc at
throwing weapons, but in this case both the Market; Large Weapons cost 130gc.
arms need to be perfectly coordinated and
it is more difficult to cause high damage. In spaces like Dungeon rooms, the number
of arrows that can be shot before enemy’s
Aiming Bows Table attack is equal to your SP/2 rounded up,
Short Bow as a representation of how quick and
Target Dice Set
Total Damage coordinated can you maneuver. In small
6-6 BD +2D6 rooms, only one arrow can be shot.
5-5 BD +D6
After enemy’s attack, including if you lose
4-4 BD +D3
the initiative, you cannot use your bow the
3-3 BD rest of the combat.
0 Miss.
2-2 Exact roll = mishap, Arrows cannot be recovered in any case,
1-1 can’t use PP to change but you can buy them at the Market: 10
these rolls. Standard=20sc; 10 Wooden=10sc; Bows at
Notes: BD Wooden Arrow=1; Standard Arrow=2. a cost of 40gc and Longbows=50gc.
For Bows add +D3 to the Total Damage.
For LongBows add +D6 to the Total Damage
Instead of a wax sealing kit, start with a
small tool kit with feathers which allows
Carrying a bow affects your Weapon
you to transform some wood items into
Manoeuvres, which means your Shift
Wooden Arrows.

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 6
Way of The Druid
“A novice Druid, a wilderness lover that If you order your companion to attack an
takes what is needed from nature enemy, your companion will attack until
respectfully”. Your goal is becoming owner death, or till you order to retreat after an
of large tracts of land where animals and enemy attack.
plants grow in peace, and where you can
become one with nature. If you and your companion/s attack the
same enemy, the enemy’s attack will be
Druid starting attributes are: 1 SP, 1 DP against the last one who caused him/her
and 1 PP. damage, if there is none or more than one
then the enemy will attack the weakest
Instead of a Large Weapon, you use a Staff, one (with less HP).
a wooden staff topped with a stone made
crescent tied with roots. Select Manoeuvres If you and your companion face two or
from Heavy Maze, but reduce -1 the more enemies, then there will be different
damage modifier. combats. You decide who is going to fight
who. Resolve each turn of every combat
As a Druid you are in grace with Radacina sequentially, first turn of every combat,
The Radix. Whenever you offer an item to then second turn of every combat, and so
this god you gain +1 Favour Point (FP). on. If one combat finishes, the survivor can
help in other combat.
Animal whisperer If you encounter an animal with owner, for
example a Guard with a Guard Dog, you
Druids can handle Animals (creature type only could handle the animal if your
A) if the Animal’s Level is equal or below Druid’s Level is over the owner’s Level or
Druid’s Level, by making an Animal- if you defeat the owner.
speech Check instead of an attack. Roll
2D6 and add your Discipline (DP). If the You are an expert Herbalist, which means
total is 10 or higher, the animal doesn’t you make +PP doses of Herbal Remedies
attack, and then could become your and they heal 50% more HP [RB p.20].
companion if you have enough DP to
handle more companions or just flee; if you Only animals with fur or feathers can be
don’t succeed, you can try it each round healed up with Herbal Remedies.
instead of attacking.
Whenever you are requested to use a ration,
The maximum number of companions you your companions must use a ration too (for
can handle is your DP/2 rounded up. 1HP).
Animals that have modified status like You can start with a Companion, which
“infected”, “undead”,… aren’t affected by progresses with your adventurer. See
your Animal-speech skill. Animal Companion Tables, on next page.

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 7
Animal Companion Tables

White Wolf Progression Table

Druid
Level
1 2 3 4 5 6 7 8 9 10

Wolf Level 1 2 3 4 5 6 7 8 9 10

HP 6 12 18 24 30 36 42 48 54 60

SP +1 +1 +1 +2 +2 +2 +2 +3 +3 +3

Side Swipe on Secondary 2s Side Swipe on Secondary 2s Side Swipe on Secondary 3s and
Interrupts
-2 damage -3 damage 2s -3 damage

6 - 2 Bite = D6 damage 6 - 2 Bite = D6 +1 damage


Maneuvers 6 - 2 Bite = D6 -2 damage
4 - 3 Charge = D6 -2 damage 2 - 3 Rip = D6 +3 damage

WildCat Progression Table

Druid
Level 1 2 3 4 5 6 7 8 9 10

WCat Level 1 2 3 4 5 6 7 8 9 10

HP 5 10 15 20 25 30 35 40 45 50

SP +1 +1 +1 +2 +2 +2 +2 +3 +3 +3

Back Leap on Secondary 4s Back Leap on Secondary 4s Back Leap on Secondary 5s and
Interrupts
-2 damage -3 damage 4s -3 damage

6 - 2 Bite = D6 -3 damage 6 - 2 Bite = D6 -1damage 6 - 2 Bite = D6 +1 damage


Maneuvers
3 - 2 Scratch = D6 -3 damage 3 - 2 Deep Scratch = D6 -1damage 2 - 3 Rip = D6 +2 damage

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 8
The Whipped
When establishing the room exits, the
“Fallen out of favour, hopeless, you recovered
“optional” process to further randomize
consciousness and became aware that you had the layout, must be followed in Level 1 [RB
been caught and jailed, can’t remember where p.14].
and when…

While absorbed in your nightmares, you hear a


Recommended starting attributes are: 2 SP, metallic sound some meters over your head and
1 DP and 0 PP. suddenly a body slams down on the floor of
your cell. You raise your eyes and see a
silhouette that disappears after throwing a bag
You start no weapon, armor and inside. You ignore who was that person, but in
equipment, however you have some skills. front of you there is a death body of what seems
Your Character Sheet should start like this: to be a jailor, with a key in the belt… maybe
your luck is about to change, and life was
“The Whipped” giving you another chance, or… maybe it’s just
a trap and death is waiting for you on the other
side of the door.
You grab the key and check that fits in the lock.
+2 +1 But before you leave the cell, you remember the
bag thrown by the unknown…”
PUNCH 3-3 D6 -3

SHARP KICK 5-1 D6 -2


Roll Description
Inside the bag there are pieces of what
seem to be a broken potion, it broke
NIMBLE MOVE 3s+4s -1 damage 1 when hit the floor and now the liquid
impregnates the bag. Your luck was
about to change but it was a mirage.
As it is said in the rules, when you defeat an To your astonishment, inside there are
enemy, you cannot take their armour, 2 some carrots and Malako Leaves.
because it is damaged and does not fit you –F***ing village idiot, I’m not a horse!
[RB p.19]. However in this case you can The bag has fallen over the jailor’s
3
find weapons in rooms and take body; inside there is a Healing Potion.
weapons from enemies, because they are 4 There is a Scroll of Reflexes.
better than nothing, then choose 2 5 Inside there is a Dart.
manoeuvres, following Weapons at Level 1
Certainly your luck is changing. Inside
Table on next page.
6 there is a Healing Potion and a
Throwing Knife.
Note that weapons you find in the
Dungeon are loathed in Town, so nobody
will offer you a single coin for them. You You open the door of the cell; consider next
can buy a proper Weapon at a cost of room as the Entrance Room.
130gc at the Market.

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 9
The Whipped: Weapons at Level 1 Table
Table Room Type Description
You find an old Great Hammer. Choose from Heavy Maze
L1LR STONE WORKSHOP
Manoeuvres, reduce damage modifier -3.
On other wall there are two crossed old Halberds. Choose
L1SR BANNER ARMS
from GreatAxe Manoeuvres, reduce damage modifier -2.
There is an old Great Hammer here, you can take it before
MASON’S
L1 ROOMS combat but you lose the initiative. Choose from Heavy
WORKSHOP
Maze Manoeuvres, reduce damage modifier -3.
There is a Great Hammer here, you can take it before
L1 ROOMS BLACKSMITHS combat but you lose the initiative. Choose from Heavy
Maze Manoeuvres, reduce damage modifier -2.
There are different weapons here. Choose from any
weapon Manoeuvres, reduce damage modifier -2. If there
L1 ROOMS WEAPON DUMP
are enemies you can take it before combat but you lose
the initiative.
The mannequin has a throwing knife stabbed, you can
L1 ROOMS TRAINING ROOM make a Precision check PC(8) to take it stealthily before
combat, if you fail you lose the initiative.
Enemy Defeated Weapon Description

BLACKSMITH GREAT HAMMER Heavy Maze Manoeuvres, reduce damage modifier -2.

DARK CLERIC STAFF Heavy Maze Manoeuvres, reduce damage modifier -3.

GUARD DAGGER LongSword Manoeuvres, reduce damage modifier -3.

MEDIC KNIFE Use it as Throwing knife

MERCHANT CURVED SWORD LongSword Manoeuvres, reduce damage modifier -2.

SCOUT DAGGER LongSword Manoeuvres, reduce damage modifier -3.

VETERAN HEAVY MAZE Heavy Maze Manoeuvres, reduce damage modifier -1.

WARRIOR GREATAXE GreatAxe Manoeuvres, reduce damage modifier -1.

Notes: As example if you find an old Halberd and you choose DIRECT JAB the modifier will be D6 -1
(=D6+1 -2) damage.

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1 10
CONTENTS
Introduction

Way of the Cleric & Memorizing Scrolls

Way of the Pyromancer & Using Pyromancies

Way of the Ranger & Aiming Throwing Weapons

Way of the Hunter & Using Bows

Way of the Druid & Handling Companions

The Whipped

This is an unofficial supplement for 2D6 Dungeon game — 2D6 Dungeon is copyright of DR Games and Toby Lancaster

Unofficial Classes Approach for 2D6 Dungeon by Salvador E. 2D6 Dungeon is copyright of DR Games and Toby Lancaster
v1

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