
Tiny Warcraft is a conversion of 'Advanced Tiny Dungeon' by Gallant Knight Games for the Warcraft setting. 'Warcraft' is owned by Blizzard Entertainment.
All rights reserved by their original owners.
Tiny Warcraft by Bleyjo.
Tiny Warcraft is based on the 'Advanced Tiny Dungeon' RPG system published by Gallant Knight Games. It is part of their 'TinyD6' rules ecosystem, which is known for its minimalist and rules-lite approach to roleplaying. The emphasis is on storytelling and roleplaying rather than complex mechanics, and this system encourages collaborative storytelling and provides the players with narrative control, allowing them to contribure to the game's ever evolving plot.Tiny Warcraft is a minimalistic roleplaying game that delivers a satisfying gaming experience without books upon books of rules and options. While Tiny Warcraft does assume its players are familiar with tabletop roleplaying, newcomers and veterans alike should be able to easily understand the base mechancis of the game.To use Tiny Warcraft in-game, you will need the following plugins:

Before you create your Adventurers, it's time to get down to the nitty-gritty of playing the game. Understanding the basics will make the Adventurer creation process more enjoyable.The premise of Tiny Warcraft involves a group of people getting together to collaboratively tell a story in the Warcraft setting, most likely using World of Warcraft as a lense in which to view this story and your characters. Most players will create characters, called Adventurers, to act as the main characters for the story being told. Another player will take on the role of the Game Master (GM), who will control the background and NPCs. The GM will guide the players through a story, called an Adventure or a Session.Tiny Warcraft is designed with an always-online MMORPG setting in mind, rather than exclusively being played through time-limited sessions like traditional RPGs. This includes having pre-planned events as well as casual roleplay sessions that could occur without a GM present. These rules aim to create an environment where these smaller player-driven sessions can happen without needing a GM present, while still maintaining structure and meaningful progression.While a GM is leading players on an adventure, their word is law and supercedes anything written in the rules. When there is no GM present, players can mutually come to an agreement on how to handle disputes. These ad-hoc rulings aren't permanent, and are only needed to help smooth over uncertainties or disagreements as and when needed.The rules encourage flexibility and creativity, allowing players to seamlessly transition between GM-led sessions and freeform roleplay. In this way, Tiny Warcraft aims to foster a living, breathing world where stories can evolve organically, driven by the collective imagination and contributions of its players and GMs.
The core mechanic of Tiny Warcraft involves rolling dice to determine the outcome of your actions, called Tests. A standard test involves rolling 2 6-sided dice (2d6), and the test is successful if any of those dice land on a 5 or a 6. The minimum number needed for a success is your success target when rolling dice, which is 5 by default unless specified otherwise.Some situations, traits, or even at a GM's discretion may give you Advantage or Disadvantage. When rolling with Advantage you roll 3d6, and with Disadvantage only 1d6. Disadvantage always takes precedence over Advantage, meaning if you have both Advantage and Disadvantage imposed you roll as if you have only Disadvantage. The only exception is when Advantage is given from a magical item. Why? Because it's magic.Regardless of how many sources of Advantage you have, the maximum amount of dice you can roll is 3d6.In addition to Advantage and Disadvantage, a GM can declare a test to be Easy or Difficult to adjust your chances of success. Easy tests lower the number you need to succeed by 1, while Difficult tests increase by 1. Unlike Advantage and Disadvantage, if a Test has Easy and Difficult imposed on it at the same time they cancel each other out. In vary rare cases, you may have multiple sources making a Test Easy and multiple sources making the same Test Difficult. In these cases, use whichever has more.
For example, if you have two things making a Test Easy and one thing making it Difficult, the Test is Easy.If there are multiple sources making a Test Easy, your success target is only reduced by 1, not 1 for each source making the Test Easy. This is the same for Difficult Tests, only increasing the success target by 1 overall.You can always choose to fail any Test you've been asked to roll if you feel it would fit the narrative you're trying to tell better.For those who like to know the odds, here are the chances of successful Tests:
| Difficulty | Disadvantage (1d6) | Standard (2d6) | Advantage (3d6) |
|---|---|---|---|
| Easy | 50% | 75% | 88% |
| Normal | 33% | 56% | 70% |
| Difficult | 17% | 31% | 42% |
Obstacles are challenges that require you to make a standard test to overcome. These could be anything from attempting to barter with a trader, trying to lockpick a door, searching a room for hidden items, or trying to resolve confict with words ratehr than violence. An obstacle can be overcome with good roleplay without requiring a test but in most situations a test will be necessary to determine the outcome.Save Tests are tests rolled when reacting to something happening to you, like needing to leap out the way of a falling pillar or grasp onto a ledge after your climbing rope snaps.Death Saves are a specific type of Save Test that you roll when you start your turn in combat at 0 HP. A success will see yourself back on your feet with 1 HP, but if you fail a Death Save for 2 rounds in a row you are defeated for the rest of the combat. At this point, you're knocked unconscious and without further assistance you won't regain consciousness for the rest of the fight. Once combat has subsided, you can revitalise a defeated target through traits or magic items. Being revitalised brings you back to consciousness with 1 HP. If you aren't able to be revitalised during an adventure, you are considered to be revitalised after the adventure has ended.
There are five weapon categories in Tiny Warcraft: Light Melee, Heavy Melee, Ranged, Unarmed, and Improvised. Every weapon will fit into one of these five categories. By default, you are considered untrained with each category unless you choose them at character creation, are granted them through a trait, or unlock training in them through spending XP.Light Melee weapons only require one hand to hold, freeing up your other hand. Attacks with Light Melee weapons deal 1 damage. Examples include daggers, short swords, and maces. If you can swing it effectively with just one hand, it's probably a Light Melee weapon. In WOW, this would be one-handed swords, axes, daggers, and maces.Heavy Melee weapons require you to wield them with both hands due to them being so large and/or heavy. Heavy Melee weapons deal 2 damage. Due to them being so cumbersome, you can only make one attack per turn with a Heavy Melee weapon. Conversely, if you make an attack with another type of weapon, you cannot make an attack with a Heavy Melee weapon in the same turn. You can still use your other action for non-attack actions as normal during your turn in combat. Examples include great swords, warhammers, polearms, and spears. In WOW, this would be two-handed swords, axes, maces, polearms, and staves.Ranged weapons only require one hand to carry, but two to operate. They can target anyone within your line of sight, but attacks made against enemies within close range are done at Disadvantage. Ranged weapons require one action to load and then another action to shoot (traits may alter this). Unless specified otherwise, it's assumed you are always carrying enough ammunition for your Ranged weapons during your adventures. Examples include slings, bows, crossbows, and rifles. In WOW, this would be bows, crossbows, guns, and thrown weapons.Unarmed combat is, as it suggests, fighting using only barehanded or martial combat. While this covers punches, kicks, headbutts, and other bodily attacks, it also includes weapons that resemble unarmed combat tactics. Examples include brass knuckles, gauntlets, punching daggers, and hand claws. In WOW, this would be fist weapons.Improvised Weapons are anything you find in your surroundings that could be used as a weapon. Whether an improvised weapon is treated as Light, Heavy, or Ranged is up to a GM at the time. Examples include bar stools, broken glass bottles, rocks, and an unworn boot.Without Armour, Adventurers have a base Armour Class (AC) of 3 (some heritages may change this). Wearing armour increases your AC by the amount of AC Bonus shown in the table below.
| Armour | AC bonus |
|---|---|
| Light Armour | +1 |
| Heavy Armour | +2 |
| Shields | None |
Light Armour gives minimal protection, but has the benefits of being able to be worn by anyone. No traits are needed to wear Light Armour, and Light Armour is included in every Adventurer's starting kit. Examples include enchanted robes, leather armour, and heavy pelts. If it's light enough to not encumber movement, it's probably Light Armour.Heavy Armour gives better protection than Light Armour. You require the Armour Mastery trait to use Heavy Armour, however. Examples include chain mail, plate mail, and chitin armour.Shields don't increase your AC. Instead, if you are wielding a shield and have the Shield Bearer trait, you can make Evade Tests with 2d6 instead of 1d6.
In combat, there are three zones that represent the distances between you and your opponents. These zones are viewed from your perspective.Close is someone you can reach out and touch, strike, or aid without moving or unbalancing yourself. All melee attacks can strike at close range. You can use ranged attacks in close range, but only at disadvantage. Close range is roughly 2 yards around you.Near is just out of reach. Heavy Melee weapons can strike enemies in near range, but light melee attacks just can't reach. Near range is roughly 2-3 yards around you.Far is anything further away than near range. No melee attacks can be made at this range. As long as you have line of sight, you can still make ranged attacks. This is anything beyond 3 yards, usually.Moving is more difficult with enemies nearby. If you move into close range with enemies, you may not move again during that turn. This restriction even limits extra movement ailities granted by certain traits, unless they specify otherwise. This restriction is only for moving into close range of enemies, but not for moving away from enemies.
A GM will usually announce when combat is about to begin by requesting an Initiative Test. Each adventurer rolls a standard 2d6 test, and your initiative is determined to be the total sum of what you rolled.Combat is strictly turn-based to keep things running smoothly. Each participant, including the Adventurers and their opponents, are ranked in order of highest to lowest initiative test result. A Round of comat is one full completion of this turn order, letting each adventurer and NPC take their actions on their respective turns. Combat continues through multiple rounds until the Adventurers accomplish their goals or are defeated. While it may take some time to complete a round of combat, each round only lasts 5-6 seconds in-game.During your turn, you have two Actions. You can choose to move, attack, and generally not be useless with these Actions. Attacking, moving, holstering or drawing a weapon, grabbing an item, and any other perceivable form of doing something is an action. You can use both of your actions to do the same thing twice, like attacking twice, or to do two different things, like attacking and then taking cover. Certain effects may limit what actions you can take, but you will always have two actions to use during your turn in combat.Attacking is the most important aspect of Combat. to attack an enemy, you need to be in range to do so with your chosen weapon. If you're untrained with your weapon's category, you test with Disadvantage. If you're trained with that category, you can roll a Standard 2d6. If you've mastered that specific weapon, you can roll with Advantage.Attack tests work differently than regular Tests. Your Success Target is your opponent's AC, and you deal your weapon's damage to your opponent for every dice roll you succeed. For example, if you're rolling 3d6 with a heavy weapon and succeed on 2 out of 3 rolls, you deal 4 damage to your opponent. For Attack tests, a roll of 6 is always considered a success even if the target's AC is higher than 6. A roll of 1 is always considered a failure.If you have something that gives you extra damage, this is added onto your total damage done and not on each success. You need at least one success for extra damage to be applied. This is the same for damage reductions, being applied to your total damage.
There are some actions you can take that don't count as one of your two actions during combat, called Free Actions. These usually require GM approval, unless you have a trait, ability, or item that lets you do something as a Free Action.No list could cover every possibility, but here are some common actions you can do:
Attack
Evade
Focus
Hide
Move
Trigger Condition Action
Attack: Test against your target's AC using a weapon you are wielding. You deal your weapon's damage to your target for each successful roll you make.Evade: Until the start of your next turn, you can Test 1d6 when you are successfully hit by an enemy. If you succeed, you can evade the attack and avoid all damage from it.Focus: Your next Attack test is considered Easy, lowering your success target by 1.Hide: Make a Standard Test. If successful, you are hidden or your actions went unnoticed. You cannot be attacked while hidden.
Note that you cannot simply hide in plain sight, and would need some form of cover, concealment, or magic to hide. Attacking while hidden reveals your location to your opponents, even if your attack misses.Move: You can move up to 10 yards with a single Move action. You may move through spaces occupied by allies, but you must end your move on an empty space. You cannot move through enemies without a trait. Moving into Close Range with an Enemy ends your movement.Trigger Condition Action: A unique action that imparts a Condition onto a target instead of doing damage. You do not roll for a Trigger Condition Action, instead your target makes a Save Test to resist the condition. You cannot make a Trigger Condition Action unless you have a trait, tool, or something else that specifies you can trigger a condition on a target.
Conditions are status effects that can be applied to you or your opponents during combat. Upon receiving a Condition you can immediately roll a Save Test to avoid gaining the effect altogether.conditions that are applied due to environmental effects in a specified area are always applied when you start your turn in or move into the affected area, and you cannot roll to Save from these effects. These conditions only persist while in those areas, and leaving them will remove the effect from you.Some conditions are only active for one turn, while others continue to apply their effects until an action is taken to remove it. Continual Conditions will have the ↺ symbol next to their name to differentiate these from one-time effects. You can remove one Continual Condition from yourself as an Action, or you can make a Save Test at the end of your turn. Spending an action to remove it guarantees its removal, but at the cost of one of your actions in combat. Choosing to roll a Save Test at the end of your turn lets you use your two Actions as normal, but comes with the risk of failing your Save Test.Conditions effects are applied immediately, and Continual Conditions repeat their effect at the start of each of your subsequent turns while they're active.
| Condition | Effect |
|---|---|
| Blind | You have disadvantage on all rolls that would require your sight. This includes both combat and non-combat actions. |
| Damage Over Time ↺ | You take 1 point of damage on each of your turns. |
| Dazed | Until the end of your next turn, all Actions you take are Difficult. |
| Energised | You gain an additional action (up to a maximum of 3), and your speed is increased by 3 yards until the end of your next turn. |
| Fatigued | Your movement speed is reduced to 5 yards until the end of your next turn. |
| Intoxicated | You gain disadvantage when making attack rolls and rolls that require careful and delicate manipulation, social grace, or might be severely effeted by your intoxication. |
| Illuminated ↺ | Tests made to hide are Difficult. |
| Prone | You are knocked prone until the start of your next turn. All Attack Tests targetting you are Easy. On your next turn you can return to your feet as a Free Action. |
| Root ↺ | You are unable to take the Move action. |
| Stagger | You have been knocked off balance. Until the start of your next turn, any damage you deal is reduced by 1. |
| Taunted | until the end of your next turn, any Attack actions you take must be made against the opponent who applied this effect to you. |
| Weakened | Until the start of your next turn, any damage you take is increased by 1. |
Hit Points are determined through your character's Heritage. These Hit Points represent how much damage your body can take before you lose consciousness. Your
Hit Points can be upgraded by spending XP gained throughout your adventures.You need at least 6 hours of uninterrupted sleep every day to regain your strength. If you manage to do this, you fully restore any lost Hit Points. Otherwise, you gain 2 Hit Points for every hour of sleep.When asleep, you are unconscious. If something is going on around you, you are less likely to be aware of it and have Disadvantage when making a Test to see if something would wake you up.The Defeat process begins when you've taken enough damage to reduce your Hit Points to 0. Hit Points cannot be reduced below 0, so an attack of 3 damage when you only have 1 Hit Point will still only put you to 0. At this point, you're knocked unconscious and, without further assistance, you could succumb to your wounds and be defeated.If you are at 0 Hit Points at the start of your turn in Combat, the only action you can take is a Death Save to try and stabalise yourself. A successful Death Save brings you back to consciousness at 1 Hit Point and ends your turn. If you fail this Test, however, you get one more chance at the start of your next turn. If you fail your second Death Save, your adventurer is defeated.While you are unconscious, any ally can attempt to Stabalise you by making a Save Test as an Action on their turn, provided they are within Close Range of you. On a success, you are restored as if you had succeeded a Death Save and will start your next turn as normal. Additionally, anything that would heal you while you are unconscious will also provide this benefit.If you are defeated, don't worry too much. There are usually ways for defeated adventurers to be brought back into an adventure, and hopefully one of your companions will be willing to drag your unconscious body to a safe haven where you can be recuperated.If every party member is defeated, the party fails. What this means is ultimately up to the individual players, but typically the party regains consciousness and after some time is forced to retreat to mend their wounds.In Advanced Tiny Dungeon, a failed Death Save would kill your character. However, Tiny Warcraft gives you the option of sparing your character from death by choosing to be 'defeated' and sitting out the rest of the combat until someone is able to revive or revitalise you at a GM's discretion. Death is a narrative choice that only you can make, if you feel it fits the narrative you are trying to tell with your character. In the Warcraft universe death is not always the end for a character, and can lead to further storytelling if you want to pursue this narrative.