Six Sided Adventures

An Introduction To the Game System

Welcome to the table! Whether you're a veteran storyteller or a fresh-faced recruit, the core philosophy of this system is momentum. We’ve stripped away the heavy math to keep the focus where it belongs: on the narrative and the chaos of the dice.

To show you how effortless running a game can be, let’s step into a classic scenario.


The Hook: Chaos at the Rusty Tankard

The fire is warm, the mead is cold, and the tavern is full. But the peace is shattered as the front doors splinter inward. Four Kobolds—eyes glowing with avarice and claws clicking on the floorboards—scramble into the room.

The DM doesn't reach for a complex chart. They simply lean in and say: "Roll for Group Initiative."

🎲 The Quick Average (Initiative)

In this system, the party acts as a unit. The four players roll a 1d6 each. To find the average instantly without a calculator, use the "Balance" method:

  • Players roll: 2, 3, 5, 6.

  • The DM looks for the middle: 2 and 6 average to 4; 3 and 5 average to 4.

  • Or add up the numbers which is 16 and divide by 4.

  • The Group Average is 4.

The DM rolls four dice (same amount as the players) for the Kobolds and gets a 3. The players have the edge!


Round 1: The Counter-Attack

Because the players won initiative, the floor is theirs. Any player can jump in first.

The Barbarian's Charge Player A doesn't wait. Their hulking warrior leaps over a table, axe swinging toward the lead Kobold. They roll 2k1 (roll two dice, keep the highest). A 5 and a 2 hit the table. They keep the 5—a resounding success. A single hit is all it takes; the Kobold is cleaved in two before it can even hiss.

The Ranger's Gambit & The Reactive Strike Player B, the Ranger, notches an arrow and fires at a Kobold lurking by the kegs. They roll their 2k1, but the dice are cruel: a 1 and a 2. They keep the 2—a Miss.

In this system, when an npc is involved in a player's action the npc takes their action afterwards if they can. Because the Ranger missed, the DM chooses to let that specific Kobold react immediately. It snarls, sprinting past the Ranger and stabbing at the Cleric with a rusted dagger. A 1k1 roll results in a 4—a hit! The Cleric winces as they take 1 Damage.

The Rogue's Retribution Seeing the Cleric in trouble, Player C (the Rogue) slips into the shadows. They use the Backstab ability, adding an extra die to their pool. They roll 3k2 (roll three, keep the best two). The result: 6, 4, 1. The total easily exceeds the Kobold's defense. The Rogue’s blade finds a gap in the scales, and the second Kobold falls.

The Cleric's Grace Player D, the Cleric, decides to play it safe. Instead of attacking, they use their action to focus on their own wound. With a quick prayer, they heal their 1 Damage, standing tall and ready for the next wave.


The DM’s Turn: The Remaining Kobolds

With all four players having taken an action, the DM now moves the remaining two Kobolds.

  • The first remaining Kobold lunges at the Barbarian and on their 1k1 roll misses.

  • Another remaining Kobold lets an arrow fly from the doorway towards the rogue succeeding and doing one damage.

The battle is fast, the stakes are clear, and the math never gets in the way of the blood-pumping action. On the next round of combat the players remain victorious.


The Aftermath: A Hero's Reward

The tavern owner, a stout dwarf who spent the fight clutching a rolling pin behind the bar, exhales a long breath of relief.

"I've seen many 'adventurers' pass through these doors," he chuckles, wiping a splash of Kobold blue off the counter. "But rarely any who move with such coordination. The Rusty Tankard owes you a debt."

Minutes later, the splintered doors are propped back up, and the table is stacked with heaping plates of roasted boar and salted potatoes. The finest mead in the province is poured freely into your mugs, the golden foam overflowing. You started the night as four strangers in a bar; you end it as a party, well-fed and ready for the Misfit Mines.