The “Elf System” is a set of lightweight rules for table-top role playing games. It vaguely resembles The World’s Most Popular Fantasy Role-Playing Game and its many, many successors. All players but one takes on the role of protagonists (a.k.a. “player characters” or PCs) in a collaborative story. That last player takes on the role of Game Master1 or GM to portray all the antagonists and incidental characters, called non-player characters or NPCs. The GM also devises situations that the protagonists find themselves in. For more about this type of game, see Wikipedia.
“Elf” stands for nothing, save the title of The Elf Game and by extension the term “elfgame” to refer to a table-top fantasy role playing game.
Dice
In the Elf System, each regular player needs three six-sided dice (3d6). Players will roll these dice and sum them up, along with any modifiers. An extra die or two can sometimes prove useful.
The GM will need at least three six siders in three distinct colors or styles. Mostly the GM will use these to generate results on random tables. In these rules a d66 is two dice where one is “high” and the other “low”2. A d666 uses the same principle but with three distinct dice, one a “middle”3. Entries like “12” or “132” mean that the high die is 1, the low die 2, and the middle die (if any) is 3. In very rare a table may require four4 or five5 dice.
Task Resolution
In an Elf System game, players roll dice only in interesting situations6, when both success and failure keep the story going. Usually the GM uses his best judgement on the logical consequences of the player characters’ actions.
The GM Sets a Difficulty Factor
When either success or failure are possible, and both paths have entertaining consequences for all parties concerned, the GM will set a difficulty factor (DF) from 5 to 15, or possibly more. A DF higher than 15 serves only to cancel player bonuses. The GM may keep the DF secret.
The Player Rolls Dice and Adds Modifiers
In most circumstances player rolls their dice and then adds any relevant modifiers for ability, training, or circumstance. The GM is final arbiter on what bonuses are “relevant”, but for the most part these should be obvious from the rules.
Special Rule: Advantage and Disadvantage
For most tasks most players will roll three six-sided dice. Two exceptions:
- If the PC an advantage at the task, they roll four dice and keep the highest three.
- If the PC has a disadvantage at the task, they roll four dice and keep the lowest three.
The GM Compares Die Total and Difficulty Factor
The GM then compares the total of die result and modifiers to the DF:
- < DF → the action fails
- = DF → the action “ties”
- > DF → the action succeeds
If the results of a “tie” are not obvious the GM may offer the player two or more of these options:
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Success With Effort: Expend a resource to help the action succeed. A resource is either an in-game item the character owns or some intrinsic pool of points the character can spend.
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Success At Cost: Accept a negative consequence to let the action succeed. A negative consequence makes this task or a future task more difficult, numerically or narratively.
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Failure With Benefits: Let the action fail for some other positive consequence. A positive consequence makes this task or a future task easier, numerically or narratively.
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Momentary Setback: Let the action fail but allow the player to try again after in-game time has passed.
A 3 or 4 on the dice always fails. A 3 is sometimes a Critical Failure, when extra bad things happen to the PC. A 17 or 18 on the dice always succeeds. An 18 is sometimes a Critical Success, when extra good things happen for the PC.
Combat
Characters in games fight a lot. The GM may choose one of the following ways to resolve combats, based on circumstances:
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Two characters attack each other and no other parties can or will interfere. The Duel mechanics provide the fastest and most expedient resolution.
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Multiple NPCs and (usually) at least one PC are trying to harm each other. An Exchange-Based Melee is simpler to run. If the GM and players prefer to know who does what when, they would use the Sequential Melee rules.
Other structures are possible, from an exact accounting of each second or fraction of a second to loose minute-long rounds where random card draws determines who acts when.
Duel
In a Duel, two characters attack each other with no other parties interfering.
Combat proceeds in rounds of roughly a second. Each round a player makes a Task Resolution check against the NPC opponent’s effective Difficulty Level. If the roll is a Tie, neither character is hit unless the player wants to convert the Tie to a success or failure. If the player succeeds, the NPC is Hit. If the player fails, the player’s character is Hit.
Optional Rule: Either party in the duel may opt to Defend rather than attack. If this rule is in play, at the start of each round each combatant lays a card face-down on the table that indicates whether they will Attack or Defend. (If using regular playing cards, a red card indicates Defend, a black Attack. Index cards with “Attack” and “Defend” work just as well, as long as no one can tell which is which from the back.) When both cards are down, each combatant reveals their choice simultaneously. The Defender has Advantage, but if they win the other party suffers no damage. If both parties Defend, roll no dice but proceed to the next round.
Exchange-Based Melee
Characters act more-or-less at the same time, but order isn’t important.
Combat proceeds in rounds of roughly five seconds. Each round has the following phases:
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The GM declares what each NPC appears to be doing, and any other events or conditions for this round.
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Starting with the player on the GM’s left, each player announces what his character will do this round.
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One or more characters may elect to Move that round. This may bring them into or out of the melee. See Movement in Combat, below.
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Each player attacking an NPC makes a Task Resolution check to attack their target. If the check ties or fails, the PC’s attack fails. If the check succeeds, the NPC is Hit. Note that NPCs do not suffer the effects of attacks until the end of the round.
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Each player being attacked by an NPC makes a Task Resolution check to defend against each of their attackers. (Typically an NPC’s has the same Difficulty Level for defense and attack.) If the check ties or succeeds, the NPC’s attack fails. If the check fails, the PC is Hit.
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Each player neither attacking nor being attacked makes any Task Resolution checks for their action(s). Exception: if a player character is Hit while casting a spell or performing some other long action, the action automatically fails.
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Players and GM apply the effects of conditions imposed during this round. NPCs and PCs that are Incapacitated, Knocked Out, or worse are out of this fight. Remaining combatants begin the next round.
Sequential Melee
Before the combat begins, players determine their Initiative by rolling 1d20 and adding any bonuses to speed or reaction time. NPCs use their Difficulty Level as their Initiative.
Combat proceeds in rounds of roughly five seconds.
Each round has the following phases:
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The GM declares what each NPC appears to be doing, and any other events or conditions for this round.
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Each character acts from highest Initiative to lowest. Ties go first to each PC however the players choose, then to each NPC in whatever order the GM chooses.
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When a PC attacks, the player makes a Task Resolution check to succeed. If the check succeeds the NPC is Hit. If the check ties or fails, the NPC suffers no harm.
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When an NPC attacks, a player makes a Task Resolution check to defend. If the check fails the PC is Hit. If the check ties or succeeds, the PC suffers no harm.
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A character may elect to Move instead of attack. See Movement in Combat below.
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When a PC performs any other action, resolve as normal.
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Each player attacking an NPC makes a Task Resolution check to attack their target. If the check ties or fails, the PC’s attack fails. If the check succeeds, the NPC is Hit. Note that NPCs do not suffer the effects of attacks until the end of the round.
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Each player being attacked by an NPC makes a Task Resolution check to defend against each of their attackers. (Typically an NPC’s has the same Difficulty Level for defense and attack.) If the check ties or succeeds, the NPC’s attack fails. If the check fails, the PC is Hit.
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Each player neither attacking nor being attacked makes any Task Resolution checks for their action(s). Exception: if a player character is Hit while casting a spell or performing some other long action, the action automatically fails.
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Players and GM apply the effects of conditions imposed during this round. NPCs and PCs that are Incapacitated, Knocked Out, or worse are out of this fight. Remaining combatants begin the next round.
Movement in Combat
To simplify movement in combat, each character exists within one of the following distances of each other:
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Close: Either character can punch or strike each other with their bare hands (or analogous limbs).
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Short: Either character can take a step or two and strike the other.
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Middle: Either character can throw something at the other but cannot swing or poke at each other.
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Long: Either character could only hit the other with a sling, bow, gun, or similar weapon.
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Very Long: As for Long, but either character would need to be a pretty good marksman to hit the other.
A character that does nothing but move for a combat round can change distance by one step relative to one or more other characters or objects.
Range is transitive, up to a point. For example, if A is in Close range with B and B is in Close range with C then A is in Close range with C. But if A is in Short range with B and B is in Short range with C than A is probably but not necessarily in Short range with C. A and C could be in Close range. Or B is a very large creature or object relative to A and C; A would have to jog around it to see C, and vice versa.
A rough map can clarify complicated variations. Absent a map, assume characters in Melee are within Short range of each other, unless
Damage to Characters
Most attacks inflict physical trauma called Lethal Damage. A few attacks, intended to stun or knock out a target, do Stun Damage. Attacks which inflict other conditions will be noted as such.
Damage to NPCs
When an NPC is hit, a player makes a Task check against the NPC’s Damage Threshold, adding any damage bonuses to the total. For most humanoids, the Wound Threshold is 12 + Armor Bonus.
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≤ WT: If the total is less than or equal to its Wound Threshold, the NPC is unharmed.
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> WT: If the total is above the Wound Threshold, the NPC is Wounded if the attack does Lethal Damage, or Stunned if the attack does Stun Damage.
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natural 18: If the dice show all sixes, the NPC is Dying if the attack does Lethal Damage, or Knocked Out if it does Stun Damage.
Damage to PCs
The character’s player rolls 3d6 and adds any Armor Bonus. The Difficulty Level is 5 + the attack’s total Damage Bonus + the PC’s Injury Points.
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natural 17, 18: If the dice show all sixes or a five and two sixes, the PC is unharmed.
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≥ DL: If the total is equal to or greater than the Difficulty, the PC is Injured. Add 1 to their Injury Points.
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< DL or natural 4: If the total is less than the Difficulty Level, the PC is Wounded if the attack does Lethal Damage, or Stunned if the attack does Stun Damage. Add 1 to their Injury Points. Regardless of the DL, if the total on the dice is 4, the player failed.
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natural 3: If the dice show all ones, the PC is Dying if the attack does Lethal Damage, or Knocked Out if the attack does Stun Damage.
Conditions
Injured
An Injured character takes a penalty to further attempts to resist Damage. Each time a PC is Injured they increase their Injury Points by
- Most characters can remove these penalties with a half day of bed rest. First aid or magic can reverse some or all of these penalties.
Stunned
A Stunned character is at -3 to all actions for the remainder of combat. Characters recover from being stunned after a few minutes of rest. If a character is already Stunned or Wounded, they are Knocked Out instead.
Wounded
A Wounded character is at -3 to all actions until they heal. If a character is already Wounded their condition worsens to Dying.
Knocked Out
A character who is Knocked Out is unconscious and incapable of taking any action for the remainder of combat. They will awaken naturally after 10 + 2d6 minutes, in the Stunned state. Medical attention or magic can revive them sooner. If they were previously Wounded, they remain Wounded. If they were previously Injured, they remain Injured.
Dying
A Dying character is either unconscious or delirious, and badly in need of medical attention. They may take no action save one sentence of no more than five words spoken before they pass out. Without medical attention to stabilize their condition, a Dying character must succeed in a DL 10 Task (i.e. roll 11 or more) every minute or move on to Dead.
Dead
A dead character is incapable of any action, ever again, short of a miracle.
Weapons & Armor
Weapon Reach
Each weapon is usable only within a specified distance. Most fit into the following categories:
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Short: The weapon is usuable at Close or Short range. Against a character with a larger weapon, the attacker is at a Disadvantage Examples: fist, head butt, knee, claws, teeth, knife, short club, blunt instrument, broken bottle, pistol (butt or bullet).
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Medium: The weapon is usable at Short range, but not Close. Examples: kick, quarterstaff, hand-and-a-half sword, pretty much all one-handed weapons between 30 cm and 150 cm.
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Long: The weapon is usable at Short range, but not Close. Against a Medium weapon, the attacker is at a Disadvantage. Examples: polearm, greatsword, monster-killer sword.
Melee Weapons
All weapons are one-handed unless noted.
Weapon Type | Damage Bonus | Reach | Examples |
---|---|---|---|
Unarmed | +0 | S | fist, knee, kick, head-butt |
Short Club | +1 | S | rolling pin, forearm-length of wood |
Blunt Instrument | +1 | S | beer mug, small sculpture |
Sharp Instrument | +2 | S | broken bottle |
Short Blade | +2 | S | dagger, knife |
Staff (2h) | +2 | M | quarterstaff, pole |
Hand Weapon | +2 | M | axe, mace, sword, short spear |
Long Blade | +3 | M | longsword, hand-and-a-half |
Long Weapon (2h) | +3 | L | zweihander, greatsword, greataxe, maul |
Polearm (2h) | +3 | L | glaive, halberd, long spear |
Blades, sharp objects, and pointy objects do Lethal Damage. Stun damage requires blunt striking surfaces and pulled blows. Unarmed attacks, short weapons, and staffs excel at stun damage.
Natural Weapons
All weapons below do Lethal Damage.
Weapon Type | Damage Bonus | Reach | Examples |
---|---|---|---|
Small Beast | +0 | S | dog, wild cat |
Medium Beast | +1 | S | jaguar, large dog, wolf |
Large Beast | +2 | M | bear, lion, tiger |
Huge Beast | +3 | L | elephant, rhino |
Ranged Weapons
All weapons below do Lethal Damage. All weapons are two-handed unless noted.
Weapon Type | Damage Bonus | RoF | Max. Range |
---|---|---|---|
Short Bow arrow | +2 | - | Long |
Long Bow arrow | +3 | - | Long |
Crossbow bolt | +2 | - | Long |
Heavy Crossbow bolt | +3 | - | Long |
Thrown Object (1h) | +1 | - | Medium |
Thrown Rock (1h) | +2 | - | Medium |
Throwing Axe/Knife (1h) | +2 | - | Medium |
Sling stone (1h) | +3 | - | Long |
Musket ball | +3 | - | Long |
Flintlock Pistol (1h) | +4 | - | Long |
Flintlock Rifle ball | +4 | - | Long |
Armor
Armor Type | Armor Bonus | Notes |
---|---|---|
Soft Leather | +0/+1 | +1 vs small sharp weapons only |
Padded Cloth | +1 | layers of heavy cloth |
Folded Paper | +1 | layers of paper, heavy esp. in rain |
Hide | +1 | uncured hide with fur and padding |
Hard Leather | +1 | boiled leather |
Banded | +2 | metal bands sewn into heavy cloth |
Brigandine | +2 | metal plates sewn into heavy cloth |
Ring Mail | +2 | metal rings sewn into heavy cloth |
Chainmail | +2/+1 | only +1 vs ranged weapons |
Scale | +2 | overlapping metal scales |
Half Plate | +2 | breastplate or curass + helmet |
Full Plate | +3 | metal plates over everything |
A Shield carried on one arm adds +1 to total Armor Bonus, or +2 vs ranged weapons.
Medieval metals provide only +1 protection against gunpowder weapons. Modern steel or ceramics provide full protection.
Appendix A: Probability Tables
The chances for rolling each number or higher is as follows:
DF | 3d6 | Disadvantage | normal | Advantage |
---|---|---|---|---|
- | 4+ | 98.38% | 99.54% | 99.92% |
- | 5+ | 94.21% | 98.15% | 99.61% |
5 | 6+ | 86.96% | 95.37% | 98.84% |
6 | 7+ | 76.85% | 90.74% | 97.22% |
7 | 8+ | 64.51% | 83.80% | 94.29% |
8 | 9+ | 51.23% | 74.07% | 89.51% |
9 | 10+ | 38.35% | 62.50% | 82.48% |
10 | 11+ | 26.93% | 50.00% | 73.07% |
11 | 12+ | 17.52% | 37.50% | 61.65% |
12 | 13+ | 10.49% | 25.93% | 48.77% |
13 | 14+ | 5.71% | 16.20% | 35.49% |
14 | 15+ | 2.78% | 9.26% | 23.15% |
15 | 16+ | 1.16% | 4.63% | 13.04% |
- | 17+ | 0.38% | 1.85% | 5.79% |
- | 18 | 0.08% | 0.46% | 1.62% |
The chances for each result exactly is as follows:
3d6 | Disadvantage | normal | Advantage |
---|---|---|---|
3 | 1.62% | 0.46% | 0.08% |
4 | 4.17% | 1.39% | 0.31% |
5 | 7.25% | 2.78% | 0.77% |
6 | 10.11% | 4.63% | 1.62% |
7 | 12.35% | 6.94% | 2.93% |
8 | 13.27% | 9.72% | 4.78% |
9 | 12.89% | 11.57% | 7.02% |
10 | 11.42% | 12.50% | 9.41% |
11 | 9.41% | 12.50% | 11.42% |
12 | 7.02% | 11.57% | 12.89% |
13 | 4.78% | 9.72% | 13.27% |
14 | 2.93% | 6.94% | 12.35% |
15 | 1.62% | 4.63% | 10.11% |
16 | 0.77% | 2.78% | 7.25% |
17 | 0.31% | 1.39% | 4.17% |
18 | 0.08% | 0.46% | 1.62% |
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We won’t inflict the term “Elf Master” on you. ↩︎
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Mathematically the term should be d36, since this method gives 36 distinct results. But other games use it, so we’re stuck with it. ↩︎
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1296 possibilities, which should be enough for anyone. ↩︎
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7776 possibilities, which should be more than enough. ↩︎
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We could claim that any game where the dice create annoying or frustrating situations isn’t really an Elf System game. But that’s the “No True Scotsman” fallacy. So we won’t. ↩︎