Introduction

This page is meant to serve as a guide for both players and DMs. Here you will find general information about how the game and how it is played.

**Note:** *Some of information in this section is heavily referenced or outright copied from the D&D Player's Handbook.*

### What is a TTRPG?

TTRPG refers to Table Top Role Playing Game. Be it digital or over an actual table, TTRGS are a type of game where people come together to wave a communal story for their characters and worlds. Generally the DM sets up the world and a general plot and the players contribute to and shape said world and story.

### Roles and Terms

1. **DM/GM** - Refers to either **Dungeon Master** or **Game Master**, they are the person(s) running the game, its encounters, its NPCs and so on, they take on the role of judge in addition to running the game.
2. **Player** - Person(s) who participate in the game.
3. **PC** - Stands for **Player Character** - these are the characters that Players control in the game.
4. **NPC** - Stands for **Non-Player Character** - these are characters that are controlled by the DM/GM.

### How to Play

The game unfolds according to this basic pattern:

1. **The DM describes the environment** - what is around the player, a basic description of apparent things such as how many doors lead out of a room, what NPCs are around, etc.
2. **The players describe what they want to do** - players may decide to act as a group (such as all moving down a particular corridor) while other times each character may want to take a separate course of action.
Sometimes, resolving a task is easy. For example walking across the room to open the door, the DM might say that the door opens without issue. But in other cases the door might be locked, or trapped in some way making it difficult to accomplish to accomplish the task, in this case the DM decides what happens next, often relying on various dice rolls to determine the outcome.
3. **The DM narrates the results of the character's actions.** Describing the results often leads to another decision point, which brings the flow of the game back to step 1.

### Game Dice

The game uses polyhedral dice with different numbers on the sides. In these rules, the different dice are referred to by the letter ‘d’ (which stands for die or dice) followed by the number of sides: d3, d4, d6, d8, d10, d12, d20. As well as percentile dice.

#### How to Roll a Percentage Dice

In a digital game that makes use of a random number generator or some kind of dice bot you simply input the necessary command to roll a percentage dice depending on what tool is being used.

When using regular or physical dice you roll 1d10 and see the number on it, that represents the 10’s (the number 10 on the dice stands for 0), then roll another d10 and that will give you the digit for your roll.

**Example 1:** Roll for first dice = 5, Roll for second = 10 (for the second digit, 10 will be zero in this case), meaning your total percentile roll is 50%

**Example 2:** First die = 10 (still stands for 0), Second dice =9, total =  9%

**Example 3:** First die = 8, Second dice = 3, total = 83%

Another way to roll percentile dice is to roll a d20 and every number represents 5% steps - such as the case where determining the success of a status attack inflicting the status or not.

### The D20

Does the digimon’s attack hurt the opposing digimon or does it bounce off of its armor? Will the Greymon believe your outrageous bluff? Can a character swim across a raging river? In cases where the outcome is uncertain the game relies on rolls of a 20-sided die, a d20, to determine success or failure.

Each character in the game has capabilities defined by their stat scores, depending on if they’re human or digimon the number of stats they have differs. These stat scores are the basis for almost every d20 roll that a player makes on a character or monster’s behalf.

Ability (stat) checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow simple steps:

1. **Roll the die and add the modifier.** Roll a d20 and add the relevant modifier.
2. **Apply circumstantial bonuses or penalties.** And environment, particular circumstances, digimon nature, etc. can give a bonus or a penalty to a check.
3. **Compare to a target umber.** If the total equals or exceeds the target number, the attack roll, ability check or saving throw is a success. Otherwise it’s a failure. The DM is usually the one who determines target numbers and tells players if their attack roll, ability check or saving throw is successful or a failure.

The target number for ability checks and saving throws is called **Difficulty Class (DC)**. The target number for an attack rolls is called an **Armor Class (AC - in this case is the defending digimon’s Speed or a human’s Speed stat).**

This simple rule governs the resolution of most tasks in-game.

### Round Down

There’s one more general rule to keep in mind from the start. Whenever you divide a number in game, round down if you end up with a fraction, even if the fraction is one half or higher.

**Example:** You’re supposed to deal 35 damage to an enemy, but because of various circumstances, they have a 50% damage reduction. 35/2 = 17.5, meaning you deal 17 damage.

### Specific Beats General

Many items, abilities, digimon attacks and many other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

**Example:** Ghostly digimon with the Spectral ability cannot be attacked with physical attacks, but a digimon with the ability Third Eye can bypass the ability, thus creating an exception to the general rule.