Tiny Dungeons 2e 

Tiny Dungeons 2e is a module for the TinyD6 TTRPG system. It is a relatively simple system built for versatility and easy comprehension. It's also a classless system, meaning you tailor your character based on race and traits you can choose! Most of the information in this guide is directly from the Offical Tiny Dungeon 2e Source, which you can find in our Discord server.

The core mechanic that runs Tiny Dungeon 2e is called a Test, which is a roll of 2d6 from your Dice Pool. For complex actions, the DM will usually require you to make a Test to determine if you succeed at what you’re doing. Tests are successful if you roll a 5 or a 6 on any of the dice rolled in your Dice Pool, unless otherwise noted by the DM.

The DM, and certain Traits selected at Character Creation, can grant you Advantage in situations. This will allow you to roll 3d6 from your Dice Pool instead of 2d6 for that particular Test, increasing the odds of success! Other situations, at the DM’s discretion, may put you at a Disadvantage. When at a Disadvantage, you will only be able to roll 1d6 to resolve your Test.

Combat

A DM will announce when combat is about to begin by requesting an Initiative Test. To roll Initiative, roll a standard 2d6 Test and add up the total of the rolls. The initiative will be rolled for enemies you are facing as well. The one who rolled the highest initiative will go first in the turn order, with the second highest going second and so on. If there is a tie between any player or enemy, the two will reroll until the tie is broken. 

Combat is strictly turn-based to keep things running smoothly. A round of combat begins at the top of the turn order and ends at the bottom. The next round begins at the top. This continues until the enemies or players are defeated or for some other reason the DM decides. In game, a full round of combat is roughly 5 or 6 seconds. 

During the initiative order, you have two Actions. You can choose to Move, Attack, Evade, Focus, Hide, Spot or Test for an Ability during your turn. 

Weapons

There are three categories of weapons in Tiny Dungeons 2e: Light Melee, Heavy Melee, and Ranged. You can also attack while unarmed, or even with improvised weapons such as a barstool or a rock. 

Light Melee weapons have the benefit of only requiring one hand to wield. You must be adjacent to an enemy or within 5 feet to attack. These weapons deal 1 damage. Examples of Light Melee weapons include: Daggers, short swords, hammers, staves, and rapiers. If you can swing it with one hand, its probably a Light Melee. 

Heavy Melee Weapons require you to wield them with both hands due to them being cumbersome. You can attack enemies from at most 10 feet away. These weapons deal 2 damage, however they can only ever attack once per turn. Examples include: Greatswords, warhammers, polearms, spears, and two-handed flails. While not in use, Heavy Melee's can be held in one hand.

Ranged Weapons require one hand to hold, but two to operate, they deal 1 damage. Ranged Weapons treat all targets on the field as being within range for attack, unless the DM declares they are being protected by some form of cover. The downside to this is that they require one Action to load, and one Action to fire. In Tiny Dungeon 2e, unless otherwise noted by the DM, it’s assumed you’re always carrying enough ammunition for your Ranged Weapon for the sake of simplicity. 

Sleeping

You need at least 6 in-game hours of uninterrupted sleep every day to regain your strength. If you manage to obtain 6 hours of uninterrupted sleep, you will fully restore any lost Hit Points to your maximum. You otherwise regain 1 Hit Point for every hour of sleep.

Death

The dying process begins when you’ve taken enough damage to reduce your Hit Points to 0. Hit Points cannot be reduced below 0. At this point, you’re knocked unconscious, and without further assistance, you may succumb to your wounds and die.

If you are at 0 Hit Points at the start of your turn in Combat, you use both actions to make a Save Test to stabilize yourself. A successful Save Test will bring your Hit Points up to 1 and ends your turn. If you fail this Save Test, you get one last chance at surviving on your own—at the start of your next turn, make one last Save Test, at Disadvantage. If you fail this final Save Test, your Adventurer dies. While you are unconscious, any ally can attempt to stabilize you by making a Save Test as an Action on their turn, providing they are adjacent (or Close) to you. On a success, you are restored to 1 Hit Point and your next turn will start as a normal turn. Additionally, any items or abilities that could potentially heal you while you are unconscious—such as the Healer Trait or healing potions—can be used by allies to bring you back from the brink.

Hiding & Sneaking

Attempting to hide or sneak around is performed simply by making a standard Test with 2d6. If the Test is successful, you are hidden, or your actions went unnoticed. Note that you can’t simply hide in plain sight, so you need some sort of cover or concealment to hide. It is up to the DM to determine if you are in a situation where you could potentially hide. Allies and enemies alike can also make a standard 2d6 Test to locate someone—or something—that is hidden. Hiding during Combat uses an Action, as does searching during Combat. These Tests can only be done during your Turn while in Combat.


Item slots and depletion

When participating in events every character can bring up to 6 slots of equipment. Every item takes up a certain amount of these slots. Weapons take up 2 slots, and all other items take up 1 slot. Event items and Magical artifacts may list a different slot value on the item.

Weapons, and some magic items have a total of 6 depletion points, Every time you use one of these items outside of combat, after you’ve finished using it, roll a d6. If the result on the d6 is a one, reduce the Depletion by 1. If you used it in combat, roll at the end of the combat. Once Depletion hits 0, the item is used up and can no longer be used.