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ESL Adventure Game: A 2d6 Role-Playing Experience
Welcome, adventurers! This rulebook will guide you through creating a character and playing "ESL Adventure Game," designed to be fun and help you practice your English skills.
Overview:
1. 2d6 System Introduction
The Game Master of GM will be responsible for the facilitation of the game and will likely be the teacher of this class. In order to keep introductions as brief as possible for a game with some depth of play, many things will be left up to the GM.
E.g. The base damage of a weapon the players find. Or, how much base damage enemy attacks will do to players.
The 2d6 system of fail, partial success, success and critical success eliminate the need to establish difficulties for tasks. Simply select the best suited stat and have the player roll.
Failures: After a player rolls and applies their bonus/penalty, if the total is a 6 or lower, they fail their roll. This means whatever they tried did not succeed and now they are vulnerable. This could be the enemy getting a free attack or a spell back firing on a mage.
Partial Success: After a player rolls and applies their bonus/penalty, if the total is between 7 and 9, they have reached a partial success. This is when the player makes a deal with the GM. They still get to succeed if… Or, I still deal half damage but… The GM will decide how to fill in the blanks appropriately.
Success: After a player rolls and applies their bonus/penalty, if the total is between 10 and 12, the action occurs as the player desires as long as it is appropriate to the context of the game.
Critical Success: After a player rolls and applies their bonus/penalty, if the total is greater than 12, the players have critically succeeded. That means that they succeed at their task but with an additional bonus. GM will decide however appropriate examples include doubling damage, or allowing a second effect to be added to a spell.
2. Character Creation
Choose a Class:
Warrior: Excels in combat, starts with more health.
Explorer: Skilled in investigation and navigating challenges.
Mage: Wields magic, starts with the basics but quickly grows.
3. Stats and What they Do:
Athleticism: Determines success in physical acts.
Will: Determines success in strength of will and for mages, the ability to subject magic to their control.
Charm: Determines success of the player in social interactions.
Intelligence: Determines success of players attempting to learn, remember or solve problems.
4. Combat Stats:
Combat stats vary depending on the player’s selected stat. The combat stat is the stat that class of player will in combat to determine successes and failures.
5. Damage:
Warriors are the only class that start with a weapon that causes more than 1 base damage. Explorers may start with one small weapon of their choosing that does 1 damage.
Mages may use their pull and push ability to cause damage as well. If the mage cannot move a target due to its size class, they may indirectly attack their target by manipulating objects around them.
E.g. launching a hot ketal at an enemy for 1 fire damage and 1 bludgeoning. GM will decide the effectiveness of improvised attacks.
6. Staying Healthy:
Players will have health according to their level on their class chart. If they are ever reduced to below 5 health (4 or lower), they are critically injured and need medical attention. They will have a -2 to all physical actions and a -1 to all others. If an 8 hour rest occurs they need to attempt a will roll. Upon a success the player will heal to 5 health and will lose the critically injured status. If they roll a partial, they heal to 5 health but retain the critically injured status.
If a player character is reduced to 0 health, they lose consciousness and may not take actions until their health is restored.
7. Gameplay
The Game Master (GM): The GM describes the world, presents challenges, and guides the story. Players describe their actions, and the GM determines the outcome.
Actions: When you want to do something, describe your action clearly. The GM will tell you if you need to roll the dice.
Turn Order: Have the players roll 2d6 with no bonuses to determine who goes first.
Rolling the Dice:
Failure (1-6): Your action fails.
Partial Success (7-9): You achieve something, but there's a complication or consequence.
Success (10-12): You succeed!
Critical Success (12+): You achieve an outstanding success with extra benefits!
Leveling Up: By overcoming challenges and completing objectives, you gain experience. When you reach certain milestones, you level up, increasing your Health and gaining new abilities.
Classes and Getting Started
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Warrior:
Combat Stat: Athleticism
Primary Stats: Athleticism & Will
Starting Stat options for the Warrior (chose one):
(Brawler) Athleticism +2, Will +1, Charm +0, Intelligence -1
(Hearty) Athleticism +1, Will +2, Charm -1 Intelligence +0
(Veteran) Athleticism +0, Will +1 Charm -1 Intelligence +2
Starting Items :
Sword and Shield (2 base damage): +1 to rolls in combat. (or) Great Axe (3 base damage)
Heavy Armor: clad in heavy armor, light attacks bounce harmlessly off you. Reduces damage taken by 1, but becomes weak against water, cold, fire & lightning (+1 damage taken). (or) Light Armor: confident in the armor you have and your ability to move freely in it, you deftly navigate the battlefield. You are hard to target. Take -1 damage from water, cold, fire, lightning & range attacks.
Healing Potion: Restores 3 Health.
Starting ability (all warriors):
Second Wind: roll a number of dice equal to your Will bonus and restore that much health. This may be done 1/day at level 1, 2/day at level 3 and 3/day at level 6.
Special Abilities (chose one):
Rage: Once per day (2/day at level 3 and 3/day at level 6), the warrior can enter a rage state. All damage is reduced by 1 (adds onto armor bonus). Warrior gains +1 to rolls in combat and +2 to damage (adds onto weapon bonus). The player can choose to reroll a fail or partial success on an attack. They must keep the second result.
Stalwart: Reduce all damage by 1 (adds onto armor bonus). May take the “Protect Ally” action to intercept an attack targeting an ally next to the warrior. On a successful will roll the warrior will be the target of the attack instead.
Tactician: Add intelligence bonus instead of Athleticism to combat rolls. When the warrior has a chance to plan for an attack with their allies, the warrior and their allies gain a +1 to combat rolls (+2 at level 3 and +3 at level 6).
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Explorer:
Combat Stat: Intelligence
Primary Stats: Charm & Intelligence
Starting Stat options for the Explorer (chose one):
(Socialite) Athleticism -1, Will +0, Charm +2, Intelligence +1
(Thief) Athleticism +0, Will -1, Charm +1, Intelligence +2
(Duelist) Athleticism +1, Will -1, Charm +0, Intelligence +2
Starting Items:
Rope and Grappling Hook: Allows you to reach difficult places.
Lockpicks: +1 to rolls when trying to open locks.
Map and Compass: Never get lost, roll + your intelligence twice for success navigation challenges. Take the higher of the two results.
Starting Abilities (all explorers):
Sneak Attack: If the explorer can attack a target that doesn’t know the explorer is there or the target is fighting the explorer’s ally, the explorer will add its intelligence to the damage. At level three, the additional damage from intelligence is doubled (tripled at level 6).
Special Abilities (chose one):
Advantage Taker: Whenever you are in a favorable situation (e.g two versus one) you get to roll twice. The player may take the higher of the two results.
The Rogue: When attempting to sneak or steal, the explorer gets to add +1 to all their rolls. (+2 at level 3 and +3 at level 6)
Silver Tongue: Whenever you are trying to use your charm to manipulate someone or to get out of trouble you may add +1 (+2 at level 3 and +3 at level 6). Additionally, you may roll twice and take the higher of the two results.
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Mage:
Combat Stat: Will (magic) Athleticism (physical)
Primary Stats: Will & Intelligence
Starting Stat options for the Mage (chose one):
(Sorcerer) Athleticism -1, Will +2, Charm +0, Intelligence +1
(Student) Athleticism -1, Will +1, Charm +0, Intelligence +2
(Wilder) Athleticism +1, Will +2 Charm -1, Intelligence +0
Starting Items:
Magic Wand: +1 to offensive magic rolls. (or) Magic Staff: +1 on nonoffensive magic rolls.
Spellbook: Once per day, you can cast a spell from a School of Magic tier you do not have access to at your highest available tier of magic.
Potion of Invisibility: Become invisible for a short time.
Special Abilities (chose one):
Deep Reserves: Increase your Mana by +1 (+2 at level 3 and +3 at level 6)
Spellsword: You may use your Will stat as your combat stat for physical actions. Additionally, you start with +1 additional health and with a spellsword that does 2 damage that may be enhanced by your schools of magic (e.g., the sword is wrapped in fire). The +1 additional health becomes +2 at level 3 and +3 at level 6.
Savant: Select one School of Magic. 1/day you may reroll a fail or partial success from that school (2/day at level 3 and 3/day at level 4). You must keep the second result.
Starting Spells for all Mage (free, but must roll for success)
Light: Illuminate a dark area.
Unlock: Magically unlock a door or chest.
Push: Push a small object or creature. (medium at level 3, large at level 6)
Pull: Pull a small object or creature. (medium at level 3, large at level 6)
Mage Magic System
Mages in this game have a unique connection to the magical energies of the world. Instead of memorizing rigid spells, they channel their power through a chosen School of Magic. This allows for more creative and flexible spellcasting.
Choosing a School:
At 1st level, every Mage must choose a School of Magic that reflects their affinity and interests. The available Schools are:
Fire & Lightning: Command the destructive power of fire and lightning.
Water & Ice: Control the flow of water and the chilling force of ice.
Necromancy: Manipulate the energies of life and death. (The GM might place limitations on this school to keep the game appropriate for the ESL context.)
Illusionist: Weave illusions to deceive and disorient.
Beast Master: Communicate with and command animals.
Conjuration & Summoning: Summon objects and creatures from other planes of existence.
Tiers of Magic:
Each School of Magic has three tiers, representing the Mage's growing mastery of their chosen path.
Tier 1 (Starting Level): Mages can perform basic effects within their chosen School.
Tier 2 (Reached at Level 2 or higher): Mages gain more control and power, allowing for more significant effects.
Tier 3 (Reached at Level 4 or higher): Mages achieve a high level of mastery, capable of impressive feats of magic.
Leveling Up and Magic:
At levels 2, 4, and 6, the Mage has a choice:
Advance to the next Tier in their current School of Magic, gaining access to more powerful abilities.
Diversify by choosing a new School of Magic and starting at Tier 1 in that School. This allows for versatility and a wider range of magical options.
Magic Tier Progression:
School of Fire & Lightning
Tier 1:
Create a small flame (like a candle flame)
Shoot a spark that can ignite tinder
Warm a small object or area
Create a small burst of light
Tier 2:
Hurl a fireball that explodes on impact
Conjure a bolt of lightning to strike a target
Create a wall of fire to block a passage
Imbue a weapon with fire, causing extra damage
Tier 3:
Summon a raging inferno that engulfs a large area
Call down a lightning storm to strike multiple targets
Transform your body into living flame, becoming resistant to fire damage
Fly through the air on wings of fire
School of Water & Ice
Tier 1:
Create a small ball of water
Freeze a small amount of water
Create a gentle stream of water
Cool a small object or area
Tier 2:
Conjure a wave of water to knock enemies off their feet
Create a sheet of ice to slide across or trap enemies
Breathe underwater
Control the flow of a river or stream
Tier 3:
Summon a massive tidal wave to engulf your enemies
Encase yourself in armor of ice, gaining increased defense
Create a blizzard that obscures vision and chills enemies to the bone
Control the weather, causing rain or snow
School of Necromancy
Tier 1:
Sense the presence of living creatures
Communicate with spirits
Imbue a small object with a faint aura of life energy
Cause a small creature to feel a brief surge of fear
Tier 2:
Drain the life force of a creature to heal yourself
Reanimate a small corpse as a weak undead servant
See through the eyes of a nearby creature
Project your voice into the mind of another creature
Tier 3:
Summon a powerful undead creature to serve you
Become temporarily invisible by shrouding yourself in shadows
Possess the body of another creature
(GM discretion) Resurrect a recently deceased creature
School of the Illusionist
Tier 1:
Create a fleeting image that disappears quickly
Make a small object appear to vanish
Change the apparent color of an object
Create a faint sound, like a whisper
Tier 2:
Create a convincing illusory duplicate of yourself
Make a person believe something false
Disguise your appearance
Create an illusionary wall or obstacle
Tier 3:
Create a large-scale illusion that affects multiple senses
Make a creature believe it is somewhere else entirely
Turn yourself invisible
Create a powerful illusionary monster to frighten your enemies
School of the Beast Master
A Beast Master will acquire a pet of their choosing upon reaching tier 1. The pet's size progresses from small to medium to large as the player progresses through tiers.
Tier 1:
Communicate with a single animal
Calm a frightened animal
Ask a small animal to perform a simple task (like fetching an object)
Gain advantage on rolls to track animals
Tier 2:
Command a small group of animals
Summon a small animal to your aid
Understand the languages of all animals
Take on the form of a small animal
Tier 3:
Summon a powerful beast to fight alongside you
Control a large number of animals
Speak through animals
Transform into a powerful beast
School of Conjuration & Summoning
Tier 1:
Conjure a small, harmless object (like a flower or a rock)
Summon a faint light
Create a small, temporary portal to another location
Teleport a small object a short distance
Tier 2:
Conjure a weapon or piece of armor
Summon a creature from another plane of existence
Create a portal large enough for a person to pass through
Teleport yourself a short distance
Tier 3:
Conjure a large object, like a vehicle or a small building
Summon a powerful celestial or infernal being
Create a permanent portal to another plane of existence
Teleport a group of people a long distance
Important Note: These are just examples. Encourage players to be creative and come up with their own ideas for how they want to use their magic within the chosen School. The GM should be flexible and adjudicate the effects of the magic based on the situation and the player's description.
Example of Play:
GM: You encounter a group of goblins guarding a bridge.
Player (Mage - Fire & Lightning, Tier 1): I want to scare them off by creating a burst of flames in front of them!
GM: Roll with advantage because you have the Fire & Lightning School.
(Player rolls a 10 - Success)
GM: The goblins recoil in fear as a sudden blaze erupts before them. They scramble away, leaving the bridge unguarded.
Important Notes:
Creativity: Encourage players to be creative with their magic use. The GM should be flexible and allow for a variety of applications within the chosen School of Magic.
Balance: The GM should ensure that magic remains balanced with the other classes. While powerful, magic should have limitations and costs (like Mana) to prevent it from becoming overwhelming.
ESL Focus: This system encourages players to describe their magical actions in detail, using their English skills to paint a vivid picture of what their Mage is doing.
Mana: The Fuel of Magic
Mana is the mystical energy that fuels a Mage's spells. Think of it like a magical battery that gets depleted when spells are cast and recharged over time.
Mana Points (MP):
Every Mage has a pool of Mana Points (MP).
The amount of MP a Mage has depends on their level. They start with 3 MP at 1st level.
The Mage's Mana Control ability at 3rd level increases their maximum MP by 2.
The GM may introduce items or abilities that can further increase a Mage's MP.
Spell Costs:
Each spell has a Mana cost, representing the amount of energy required to cast it.
The Mana cost of a spell is determined by its power and complexity.
Generally, higher-tier spells cost more Mana than lower-tier spells.
The GM will provide the Mana cost for each spell.
Casting Spells:
When a Mage casts a spell, they expend the required amount of Mana.
If a Mage doesn't have enough MP to cast a spell, they cannot cast it.
Some abilities, like the Mage's Spell Mastery at 6th level, allow a Mage to cast a specific spell without spending Mana.
Recharging Mana:
Mages regain all of their spent Mana after a long rest (typically after 8 hours of sleep or meditation).
The GM may introduce special locations or items that allow for faster Mana regeneration.
Example of Play:
GM: You encounter a locked door blocking your path.
Player (Mage): I want to cast 'Unlock' to open the door.
GM: 'Unlock' costs 1 Mana. Do you have enough Mana?
Player: Yes, I have 3 MP.
GM: Okay, go ahead and roll to cast 'Unlock'.
(Player rolls and succeeds)
GM: The door swings open, revealing a dark chamber beyond. You now have 2 MP remaining.
Mana Management:
Managing Mana is an important part of playing a Mage.
Players need to be mindful of their Mana pool and choose their spells wisely.
Conserving Mana for important situations is crucial for success.
Optional Rule: Mana Exhaustion
The GM may introduce a rule for Mana exhaustion to add another layer of challenge.
If a Mage casts too many spells in a short period, they could suffer from Mana exhaustion, resulting in fatigue, weakness, or even temporary loss of magical abilities.
This Mana system provides a framework for managing the Mage's magical resources. It adds a layer of strategic decision-making to spellcasting and encourages players to be mindful of their Mana usage.
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5. Example of Play
GM: You enter a dark cave. You hear the sound of dripping water. Player (Explorer): I light a torch and look around carefully. GM: Roll to see how well you can see. (Player rolls a 9 - Partial Success) GM: You light your torch, but it casts flickering shadows. You can see a narrow passage leading deeper into the cave, but something seems to be moving in the darkness.
6. Have fun!
This is a basic framework. The GM can create their own adventures, monsters, and challenges. Be creative, use your imagination, and practice your English!
Credits:
Story and lesson material by… Tyler Golec
Mandarin Translations by… Rosy Lien
Media Contributions by… Andrej Lišakov, Jr Korpa, Natalia Blauth, Aditya Saxena and Ember Navarro.