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.

  1. Identify the relevant stat
  2. Roll 3d6
  3. Equal to or under = success. Over = failure.

(but see Success scale below).

Don't roll when:


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:

Earning Fate Points:


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

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

pc0607