Reading Time: 4 minutes
This is a full and complete list of all of the rules in Cresthaven RPG.
Brand New Player to Cresthaven RPG? Read Playing the Game here.
Looking to run a game? Dungeon Masters start here!
| Abilities | |
| Skill Focus | PC level / 2 rounded up added to one ability |
| Strength | Damage, Hit Bonus, Pulling, Pushing or Lifting. |
| Intelligence | Knowledge, Disguise, Recall, Appraisals |
| Dexterity | Armor Class, Acrobatics, Balance, Climbing, Ranged Hit Bonus |
| Wisdom | Listening, Hiding and Searching Checks |
| Constitution | Hit Point, Stamina and Resurrection Checks |
| Charisma | Morale, Negotiation, and Leadership Checks |
| Difficulty Checks | d20 + Ability Score >= target DC |
| Very Easy (0) | Notice something large in plain sight |
| Easy (5) | Climb a knotted rope |
| Average (10) | Hear a loud approaching guard |
| Tough (15) | Rig a wagon wheel to fall off |
| Challenging (20) | Swim in stormy water |
| Formidable (25) | Open a good lock |
| Heroic (30) | Leap across a 30-foot chasm |
| Nearly Impossible (40) | Track a squad of Orcs across hard ground after 24 hours of rainfall |
| Notice (passive) | Wisdom + Wisdom Ability Focus + 10 |
| Heroics | Before roll: Gain Advantage. After roll: reroll or one additional action in combat. Healing Surge: roll your hit dice and heal that amount. |
| Advantage | 2d20 take highest roll (disadvantage take lowest) |
| Team Work | d20 with Advantage + highest party ability bonus |
| Magic Mana | Level + Ability Bonus (and focus) |
| Self Sacrifice | Use Hit Points for Mana |
| Encumbrance | |
| Max Weight | Strength +4 x 25 lbs |
| Carry Weight | greater than 1/2 max weight = 1/2 movement |
| Conditions | |
| Blinded | No range attacks, -10 to AC, Enemies attack with advantage |
| Charmed | Protect charmer, save DC 20 vs Wisdom |
| Dazed | Lose next attack, enemies attack with advantage |
| Immobilized | Movement 0′ |
| Invisible | +10 to AC, Attack with advantage, cannot be targeted by range |
| Paralysis | Enemies auto hit + crit, save DC 20 vs Constitution |
| Perpetual Damage | Deal damage at the start of each round |
| Prone | -2 to hit, enemies attack with advantage, stand up 1 round |
| Slowed | Movement 1/2 normal |
| Stunned | Enemies attack with advantage, save DC 15 vs Constitution |
| Unconscious | No actions, Enemies auto hit + crit |
| Armor Class | Number needed to hit |
| Shield | +1 to Armor class |
| Light Cover | +3 to Armor class, 50% coverage |
| Full Cover | +5 to Armor class, 90% coverage |
| Full Dodge | d20 + Dexterity vs attacker roll, dodger lose next attack |
| Encounter | d20 + Highest Charisma vs Reaction Chart |
| Attack | result 1 – 3 |
| Possible Attack | result 4 – 9 (reroll – 5) |
| Uncertain | result 10 – 15 Roll Again |
| Possibly Friendly | result 16 – 19 (reroll + 5) |
| Friendly | result 20+ |
| Negotiation | If the player speaks the monster’s language – d20 – 10+ monster talks |
| Combat Round | |
| Surprise | d20 + Wisdom vs Highest Party Notice |
| Declare Party Actions | Flee, Fight, Talk |
| Declare Player Actions | Melee Attack, Range Attack, Spell, Move |
| Initiative | d20 highest to lowest |
| Melee Attack | d20 + Hit Bonus vs Armor Class |
| Ranged Attacks | +1 short range, +0 normal range, -5 at long range |
| Cast Spell | DC 10 + Spell Level vs d20 + Intelligence – auto hit. Spell save DC 10 + Spell Level |
| Morale Checks | DC 20 + Morale or flee |
| Death | Save DC 20 vs Constitution |
| Healing | Heal 1 Hit Dice / Hour |
| Resting | 8 hours – recovered (level #) x Hit Dice health, restore all mana |
| Level | Experience Needed |
| 1st | 0 |
| 2nd | 2000 |
| 3rd | 4000 |
| 4th | 8000 |
| 5th | 16000 |
| 6th | 32000 |
| 7th | 64000 |
| 8th | 128000 |
| 9th | 256000 |
| 10th | 512000 |
This Post Has 10 Comments
Leave a Reply
You must be logged in to post a comment.






Under Heroics, “Before roll: Gain Advantage. After roll: reroll or one additional action in combat. Healing Surge: roll your hit dice and heal that amount.”
Why would I ever use the first option [gain advantage]. Why not just make a roll as normal then if I fail use the re-roll option.
Technically you could do both.
I guess it depends on how you’d like to play the game.
This isn’t a great summery. The entire thing requires prior knowledge of what the terms mean. most of the people coming here, me included, are most likely people who read the D&D hand book but found it confusing and are looking for a simplified explanation of what everything is and how game play works.
Well this is labeled as a summary and doesn’t replace the actual rules. It’s more for reference.
Thanks a lot, that was really helpful. I get it now.
I’m really looking forward to playing this!
Thank you. I still don’t quite get it, so Just to clarify. is a hit dice always a d8?
And does all PC’s have hit dice as well? I’ve been looking under “Race” and “Class” in “Creating Characters”, but there’s no info about what Hit Dice is.
Here’s a suggestion: Maybe add a topic that explains the concept of Hit Dice to the page?
If SimpleDnd is meant for new players to understand I think that would be very helpful.
Thanks again for this great site!
Monsters all have a number of hit dice – show on their stat sheets. Characters on the other hand depends on the class. It is show as their Hit Points per level. I agree that they should be standardized. Hit Dice rolled equals the Hit Point total for the monster/character.
I’m brand new to DnD. And I think SimpleDnd seems like a great idea and I want to try it out. But I can’t wrap my head around what Hit Dice is? Can you please explain this? For example: What does it mean when a monster have 3 in Hit Dice, or “about 6”?
The first number is the count of d8 dice, the second number is the approximate hit point total