Dice Whims
A Tabletop Roleplaying Game System
Game Overview
The Dice Whims system is a tabletop roleplaying game built on collaboration, improvisation, and accessibility. Players shape the story together through engaging mechanics, embracing the unpredictable nature of the fantasy world. Designed for both newcomers and veterans.
The system is in early playtesting and will go through periodic updates based on feedback and testing, expecially numbers tuning.
⚠ Disclaimer ⚠
Dice Whims explores intense emotions, trauma, and psychological stress as part of its mechanics and storytelling. Some content may be triggering. Players are encouraged to use safety tools for a comfortable experience. This game is intended for mature audiences and may not be suitable for everyone.
Rules TLDR
The Basics
Uses d10 and d20 dice.
Players create characters choosing from 7 Nations and 6 Ways.
Progression from Level 1 to 10 with structured stat increases.
Character Progression
Health increases at odd levels, Magic & Mastery increase at even.
Spells, Weapons, and Items are set at specific levels.
Gain 1 Pathway Point per level to customize character abilities.
Characters level up when they collectively hit a number of successes chosen by the DM - 30, etc.
Core Mechanics
Every character has Magic (6 emotions) and Mastery (3 types).
Rolls use d10 + relevant Emotion + relevant Mastery.
Bonus dice can be added by Talents, Empathy, Trauma, Spells, or Equipment.
Max 5 dice total per roll.
Magic & Hysteria
Players distribute Magic Points across 6 emotions.
Start with 20 Magic Points at level 1, increasing to 30 by 10th.
Maximum 10 points per Emotion.
Using an Emotion > 5x a day leads to Hysteria (max dice to 3).
Trauma System
Critical Failures (rolling a 1) cause Trauma, adding a negative effect and 1 Trauma Die.
Trauma Dice are shared and capped at Party Members x2.
Characters can be afflicted by up to 2 Trauma Effects at once.
Traumas can be cleared through Spells, Items, or 2 Empathy.
Rolling 3+ 1s forces a roll on the Negative Conditions Table.
Empathy System
Players can support each other by adding emotion score + d10.
Only 1 player can offer Empathy per roll (modified by spells/items).
Used for helping others, removing Trauma, and healing.
Health is restored by spending Empathy, with extra Empathy doubling, tripling, etc., the healing effect.
Empathy count is determined by Way and refreshed on Rest.
Mastery & Talents
Mastery (Physical, Mental, Skills) enhances abilities.
Start with 10 Mastery Points at level 1, increasing to 20 by 10th.
Maximum 10 points per Mastery category.
Talents (specialized skills) add extra d10 rolls.
Start with 3 Talents, gain more via Pathways.
Health & Death
Health = Level + Physical Score.
Defense = Health + Highest Mastery Score.
If reduced to 0, become Unconscious - 1 round to be revived.
Revival requires healing or spending 3 Trauma Dice.
If at 0 Health with Trauma, the character dies instantly.
Equipment & Spells
Weapons & Items grant combat and exploration benefits.
Weapons have ranges: Melee (1 hex), Ranged (5), or Distant (10).
Spells are based on Emotional Magic, with limited uses.
Ways determine how many Spells & Weapons a character can use.
Pathway
Pathways provide structured progression for each Way.
Each Pathway provides new abilities, bonuses and enhancements.
Abilities can be used once per Rest, unless stated in ().
You can gain max 15 Pathway points across a whole campaign.
Combat & Conditions
Uses hex-based battle maps.
Players have 2 Actions per turn (Attack, Cast, Equipment, Move).
1 Reaction per round (Empathy, Attack, Cast).
Turn order determined by d20 roll between 1 player and GM.
Movement = 1 hex per turn, modified by abilities.
Positive Conditions provide buffs.
Negative Conditions impose penalties.
Final Notes
Rest restores Health, Spells, Pathway abilities, Weapon effects and allows emotion adjustments.
Missing 2 consecutive days of rest causes Exhaustion.
Player vs. player resolved through contests (highest roll wins).