02-Core-Rules
Core Rules
The Basics
MDM uses a 3d6 roll-under system. Roll three six-sided dice. If the result is equal to or less than your target stat, you succeed. Lower is better.
The Five Stats
| Stat | Name | What It Covers |
|---|---|---|
| ST | Strength | Physical power, toughness, melee capability |
| DX | Dexterity | Speed, precision, coordination, combat hits |
| IQ | Intelligence | Knowledge, perception, spellcasting |
| WL | Willpower | Mental resilience, social force, resisting magic |
| LK | Luck | Fate, fortune, passive threshold |
Average NPC: 10 in all stats.
Heroic PC range: 11–13.
Elite: 14–15.
Beyond human: 16+.
Making a Check
When the outcome is uncertain and the stakes are real, the GM calls for a check.
- Identify the relevant stat
- Roll 3d6
- Equal to or under = success. Over = failure.
(but see Success scale below).
Don't roll when:
- The outcome doesn't matter
- Success or failure is obvious
- Good roleplay already resolved it
Success Scale
| Result | Meaning |
|---|---|
| Roll 3 | Critical Success — extra benefit/x3 damage |
| Roll 4 | Significant Success -extra benefit/x2 damage |
| Roll under or equal to stat | Success |
| Roll over stat | Failure |
| Roll 17 | Botch, regardless of skill level — failure with consequences (missed and drop weapon) |
| Roll 18 | Critical Botch, regardless of skill level — failure with consequences (missed and accidently shot Fred) |
Luck (LK)
| LK Score | Effect |
|---|---|
| 10+ | Favorable — things break your way |
| 9 or below | Unfavorable — things trend against you |
| LK affects: first impressions, ambiguous situations, environmental chance - in other words, you are approaching a Palace with known guards. Are they walking by as you sneak in the window? |
Fate Points
Every character starts with 2 Fate Points.
Fate points balance out that this system is in play test. The GM may make mistakes, or rules are out of balance. You balance them with your fate point.
Spending a Fate Point:
- Reverse a bad outcome, OR
- Guarantee a good one
Earning Fate Points:
- GM awards them for exceptional play, clever solutions, or great roleplay moments
Hit Points (HP)
HP = ST score.
| HP State | Effect |
|---|---|
| 1+ HP | Active and fighting |
| 0 HP | Unconscious, bleeding 1 HP/turn |
| Negative ST | Dead |
A character at 0 HP must be stabilized or they bleed out. Other characters can stabilize them as an action (Medicine skill or Stabilize spell).
Health & Healing
Characters recover HP through rest, medicine, and magic. There is no passive regeneration during a session — wounds matter.
In Combat
- A character at 0 HP bleeds 1 HP per turn until stabilized
- Stabilizing requires an adjacent character to use their action (Medicine skill roll or Stabilize spell). Stops the bleed — does not restore HP.
After Combat — Short Rest
A short rest is 10-15 minutes of recovery — binding wounds, catching breath, sitting down.
| Condition | HP Recovered |
|---|---|
| Short rest, no medicine | 1 HP |
| Short rest + Medicine skill success | 1d6 HP |
| Short rest + Medicine skill failure | 1 HP (still helps) |
A character can only benefit from one short rest per combat.
Full Rest
A full night's sleep (6+ hours). HP recovered depends on conditions:
| Condition | HP Recovered |
|---|---|
| Rough conditions (outdoors, floor, no care) | +2 HP |
| Proper bed | +2 HP additional |
| Medical care (Medicine skill success) | +2 HP additional |
Maximum from full rest: +6 HP — sleeping in a bed with medical attention.
Minimum from full rest: +2 HP — under a tree, alone.
These stack. A character sleeping in a tavern bed with a friend who has Medicine gets +4 HP. A character at a proper medical station in a bed with skilled care gets the full +6 HP.
Power Healing
Spells and other powers bypass normal recovery limits and restore HP immediately. See 04-Powers for the full spell list.
| Spell | Effect |
|---|---|
| Heal | 1d6 HP immediately |
| Major Heal | 2d6 HP immediately |
| Stabilize | Stops bleed, no HP restored |
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