Basic task rolls are 3d6. If you have a score of ten or above you succeed. If you have an applicable trait like finesse (in combat), roll 4d6 and keep the 3 highest die. If you have more finesse you get extra die per finesse trait. Cunning will add a die if you have to solve a clever puzzle or similar. Might could add a die to a feat of strength. Toughness could mean you are hardier than your fellows and Willpower might help you complete a task of the mind other people would have trouble with. Etc.


  • Everyone at the table starts the game with three chits, usually signified by glass baubles but they can be anything you like.
  • If you spend a chit you can add a die to your roll.
  • You can spend them after a roll to make you succeed.
  • You can spend as many chits as you like, but once you are out of them, you are out.
  • GMs can award chits for good RP and other actions the GM chooses to reward.


Initiative is much as it is in the Live Action Role Playing Game; it is based on reach. A spell or long range weapon would go before a melee weapon, a pole-arm would go before a longsword, a longsword before a claw, and a claw before a throwing knife or dagger (if the throwing knife was used as a melee weapon).

  • If you have two weapon fighting you get two attacks per round, one for each weapon. The same rule applies for claws and monsters.
  • If you have a shield you are harder to hit; it takes a physical attack roll of 11 to hit you if you have a buckler, 12 for a small shield, and 13 for a large shield. Conversely, it is a spell with an effect, like fear, you are easier to hit (-1 point for each size of the shield). So 9 to hit you if you have a buckler, 8 for a small shield, and 7 for a large shield.
  • You can spend a chit to have a hit go to a limb instead of somewhere more vital, since there is no hit location as in the live game hits are assumed to hit the torso unless otherwise specified by the GM.
  • For the most part the Table Top Game runs much like the live game. All the calls and skills your character has work the same. Magic works the same. The only difference is that in Table Tops you can do things that are impossible in live games, like fighting giants or dragons.

House Rules Variables:

There are some alternative house rules that have sprung up as common practice as different GMs have run table tops. While they are not yet “official” rules, they are a fun way to add more flavor to your Table Top.

  • Players can award chits: Some GMs allow players to reward other players with chits for good role play, memorable comments, or lively actions. Jesse and Sheldon started this trend back in “the swamp” days and it is now standard practice in Dying Kingdoms Table Top Games.
  • The Awesome Button: When another player other than yourself is trying to complete an action or if you want to reward another player for their gameplay you may press the “Awesome Button,” which can be represented by any unique D20 die, and the GM will attempt to make that player’s next action (or the outcome of their most recently preformed action) that much more awesome. You may not use the awesome button on yourself. Awesome is meant to be shared. A player may not use the awesome button more than once per Table Top Game and after they have used the button they must pass it off to another player. At the beginning of the game, players roll a D20 to see who has rolled highest. This d20 die can be used as an avatar for the Awesome Button itself. The player with the highest roll gets to use the Awesome Button first in the game.
  • Called shots: Some GMs will let a player or a GM controlled monster call a shot to a certain location on the target to try to get a certain effect on said target. These hits can still be chitted to hit a limb wound instead. Called shots are obviously harder to make than normal hits, and a similar scale to the shield rule of -1, -2, and -3 can be applied to rolls for called shots depending on the size of the area the attacker is trying to hit. Rob and Mary allow this in a lot of their games.

Tips for TT Scheduling!

If you have requested a private TT game (as sometimes can be a complex downtime) the best way to make that happen in a timely manner is if you do a lot of the scheduling legwork and player wrangling yourself. Ask the GM for a range of dates that they might be able to run on and how many players he or she is comfortable running a game for and then get your chosen adventuring group to commit to one of those dates within a reasonable timeframe. All you need to do then confirm a final date with the GM and nail that baby down on your calendar!

If you are planning on being a part of a particular Table Top at one of our Group Table Top Events, make sure there’s still room at the table for you by RSVPing with the GM ahead of time. Some TT GMs have limits to how many people they like to run a table for. We can usually accommodate overflow at group game days, but RSVPing also ensures you get a personal touch when the GM knows you will be a part of their table. It’s win/win.