Rules Overview

Mellow Quest is a simplified tabletop system with traditional gaming in it’s DNA.

Traditional tabletop rulesets have been streamlined for ease of play. A unique combination of rulesets inspired by the D&D 5e, OpenD6, Kill Team and Kids on Bikes systems make for approachable and engaging play at the table.


20-Sided Die

Used for out-of-combat skill checks and actions such as:

  • Sneaking by an enemy

  • Intimidating the town guard

  • Climbing a wall

  • Searching a room for clues

6-Sided Die

Used for in-combat attacks and defenses such as:

  • Swinging your sword

  • Bashing with your shield

  • Firing an arrow

  • Using an arcane item


4 unique types of gameplay.

(1) General Roleplay

This is the gameplay most commonly associated with D&D. It involves a series of actions, tactics, decisions and skill checks in real time by the party in a “theater of the mind” setting. This is where most discussion, investigation, world building and storytelling takes place.

Utilizes a 20-sided die for skill rolls.

(2) Combat

Turn-based tabletop combat initiated when a Player Character or NPC makes a move to attack or otherwise cause harm. Begins by all parties rolling initiative to establish turn order, cycling through all PC/NPC combatants until the end of the turn. Typically played on a game mat with miniatures or other visual/spatial representations.

Utilizes a 6-sided die for combat rolls.

(3) Overworld Travel

Used to reach far away locations. The party moves as a unit unless otherwise noted and moves as quickly as its slowest member. Travel time will vary depending on distance, terrain, access to roads or rivers, access to a map and a variety of other factors. Beware: the world around you still exists while you embark on your journey, complete with all of the opportunities, dangers and enemies one would expect.

(4) Down Time

When your characters aren’t off plundering dungeons or busy solving mysteries, they can sometimes find themselves with a period of rest. This time can be as little as a day, or as long as several years. Players will have the ability to tell their unique story over a longer timeframe using a variety of rolls and checks.


Classes, races and core stats

8 fantasy races simplified to 4

12 legacy classes simplified to 6

6 core stats simplified to 3


One-Sheet Stats:

Character Name & Titles

Your character’s chosen name and existing titles. As you continue on your adventures, you will acquire new titles to add to your renown.


Portrait

Your character’s physical appearance including height, weight, clothing, and other defining characteristics that make you-you.


Level

Your character’s current level. The Cut is a system in which leveling is hard-earned. A general rule of thumb when considering levels is as follows:

  • Level 0: Beginner - not to good, or bad, at most tasks.

  • Level 1: Novice - trained in the ways of a specific field.

  • Level 2: Adept - exemplary of good practices

  • Level 3: Intermediate - a truly specialized, or diversified skillset

  • Level 4: Skilled - a unique standout in their given discipline

  • Level 5: Experienced - a time-tested champion of skill

  • Level 6: Advanced - above and beyond in their developed practice

  • Level 7: Expert - a one-in-a-million talent

  • Level 8: Legendary - a once-in-a-lifetime individual

  • Level 9+: Deified - a truly epic story for the ages


Core Skills

The majority of character actions rely on one of three core skills:

GUSTO

The culmination of power and resilience. Used to empower melee attacks, lift heavy objects, intimidate a target or resist damage yourself.

“A large boulder blocks your path.
You heave with all your might to shove it out of the way.”

SMARTS

The representation of intellect and context. Used to operate special equipment, study ancient history, brew potent concoctions, or comprehend the subtleties of the world.

“A large boulder blocks your path.
You recognize that the rock is made of an incredibly valuable material”

TACT

The icon of dexterity and cunning. Used to aim ranged weapons, charm would-be enemies, move with grace and pick out that crucial detail.

“A large boulder blocks your path.
You use your finesse to vault over it with a flourish.”


Skill Proficiencies

Additional bonuses provided by particular actions based on the above core skills.


Bonus is added on to a skill check to enhance skill-based rolls based on a character’s specific intention.

  • Kick Down A Door: (GUSTO - Strength Check)
    Roll a D20
    (+) Add Core GUSTO score
    (+) Add STRENGTH modifier.

  • Pick a Door’s Lock: (TACT - Dexterity Check)
    Roll a D20
    (+) Add Core TACT score
    (+) Add DEXTERITY modifier.

  • Remove a Door’s Hinges (SMARTS - Technology Check)
    Roll a D20
    (+) Add Core SMARTS score
    (+) Add TECHNOLOGY modifier.


Wounds, Defense, Actions & Movement

Characteristic vitality information about your character.

  • Wounds:
    Total wounds an individual can suffer before being taken out of combat.
    (20 base wounds +5 per point of GUSTO)

  • Defense:
    Actions used to protect the individual from damage.
    (+1 DEFENSE dice per point)

  • Actions:
    Total actions an individual can take per turn of combat.
    (Actions include: Attacking, dashing, changing equipment, using certain abilities, hiding, jumping, or other special maneuvers.)

  • Movement:
    Total movement in feet an individual can move per turn.
    (30’ base movement +5’ per point of TACT)
    (Characters can use an action to DASH and double this movement)


Active Skills, Bonuses,
Penalties & Abilities

Additional information regarding the special effects, traits, backgrounds and modifiers available to a character. Effected by class, culture, background & renown.

  • Skill Benefits:
    A specific boon such as enhanced ranged distance, increased speed, or improved eyesight in low light conditions.

  • Bonus Dice:
    Unique dice used to enhance specific combat roles. For instance:

    • A soldier trained in sword combat gets +1 bonus attack dice on 1-handed attacks.

    • A ranger trained in bow combat gets +1 bonus attack dice on ranged attacks.

    • A tinkerer trained in special equipment gets +1 bonus dice on tech weapons.

  • Skill Penalties:
    A specific disadvantage based on character traits such as decreased movement for heavy armor, less attack dice for untrained weapons, or a hit to morale after taking too much damage.

  • Abilities:
    Other unique bonuses based on a characters background and renown. Examples include a helpful hand when in your hometown, expertise when handling animals, or the ability to pick pockets with ease.


Card-Based Weapons:


Weapon Name

A weapon’s common name.
Certain unique and legendary weapons can be renamed by the player.


Weapon Type

Broad category of a given weapon.
Categories as follows:

  • 1-HAND (Melee): Short range weapons designed to be held in one hand such as swords, axes and maces.

  • 2-HAND (Melee): Short range heavy weapons designed to be held with both hands such as longswords, great axes and mauls.

  • 1-HAND (Ranged): Long range weapons designed to be held in one hand such as hand crossbows, throwing knives and boomerangs.

  • 2-HAND (Ranged): Long range weapons designed to be held with both hands such as bow & arrow, large crossbows and blowguns.

  • Small: Exceptionally small weapons that can be concealed such as daggers, nunchucks and brass knuckles. 2 Attacks per turn.

  • Throw: Ranged weapons designed to be thrown by the user such as bombs and chemical flasks. Always on-hand. 2 Attack per turn.

  • Set: Weapons designed to be set down such as traps and smoke bombs.


Attack, Damage and Skill Profiles

Core information that determines overall damage and effects.

  • Attack Profile:

    Number of D6 dice rolled per attack action. Smaller weapons have more opportunities to do low damage, while large weapons have less opportunities to do high damage. Examples include:

    • Dagger: Roll 3 Dice

    • Shortsword: Roll 2 Dice

    • Longsword: Roll 1 Dice

  • Damage Profile:

    Number needed to roll on dice to successfully hit. Smaller weapons hit on lower numbers, while larger weapons hit on higher numbers. Examples include:

    • Dagger: Applies damage on rolls of 1, 2 or 3

    • Shortsword: Applies damage on rolls of 1, 2, 3 or 4

    • Longsword: Applies damage on rolls of 1, 2, 3, 4 or 5


  • Skill Profile:

    Shows the relevant CORE SKILL used to operate the weapon. Players gain +1 D6 dice per point they have in each CORE SKILL. A martial character with points in GUSTO will be more successful at attacking with a sword than a TACT or SMARTS based character. These special skill dice are added to a relevant weapon’s attack rolls. Examples Include:

    • Sword: Add GUSTO dice to attack rolls.

    • Bow: Add TACT dice to attack rolls.

    • Bombs: Add SMARTS dice to attack rolls.


Critical/Special Profile:

Determines unique effects and special actions specific to a given weapon.

  • Critical Profile:

    Rolls of the exact number pictured in the DAMAGE profile are considered CRITICAL hits. Certain weapons have special effects that are applied on a critical. Examples Include:

    • Shortsword: Rolls of 4 are CRITICAL and deal PIERCING damage, removing 1 DEFENSE dice from an enemy per CRIT.

    • War Axe: Rolls of 4 are CRITICAL and deal BLEED damage, applying half of the total critical value as additional damage on the target’s next turn.

    • War Hammer: Rolls of 4 are CRITICAL and deal STUN damage, removing 1 point from an enemy’s INITIATIVE score per CRIT.


  • Special Profile:

Certain unique weapons apply SPECIAL effects in lieu of CRITICAL. Rules are specific to each weapon and language is found on the bottom of each card.

  • Spear: Increases melee range from 5’ to 10’

  • Rapier: Ignores 1 of the enemy’s DEFENSE dice.

  • Scythe: Able to target 2 adjacent enemies with a single attack.