Gameplay

The Big Idea

Dungeon Crawl: A tactical, resource-based survival game. Characters are typically between levels 1-10 and rely on their wits, rather than raw power, to succeed.

The Typical Dungeon

An average session consists of the party exploring a map made of index cards. Each Room may contain some manner of threat, treasure, hazard, or oddity. As the party explores, more of the map is revealed, with most single-session dungeons containing roughly twelve rooms.

Dungeon Rooms as Cards, Partial

Dungeon Rooms as Cards, Full


The Little Ideas

Three Round Combats

By design, combat will rarely last longer than three rounds. Diplomacy, bribery, and ambushes are encouraged.

Short Rests

Long rests are prohibited during sessions. Short rests can be taken by consuming rations. Spellcasters are advised to stock up on scrolls.

Loot and Encumbrance

Loot is valued by weight, with every 5 lbs. of treasure matching 25 gp. The Variant Encumbrance rules put a premium on Strength and storage space.

More

Other mechanics, like Languages, Downtime, Attunement, and Multiclassing are discussed in their own sections.