Title: Dungeons & Fighting Dragons (DFD)
Genre: High-action heroic fantasy
Setting: The continent of Drakoria – a land of shattered dragon kingdoms, mile-deep dungeons, and endless treasure. Dragons never went extinct; they just learned to hide and hoard smarter.
Core Themes: Greed, glory, and the raw thrill of fighting something bigger than yourself. This is not a game about careful politics or moral philosophy. It is a game about kicking down the dungeon door, stabbing a dragon in the face, and taking its stuff.
Tone: Heavy-metal fantasy. Fast, brutal, cinematic, and unapologetically fun.
Playtime: 1–4 hour sessions. Perfect for one-shots or short campaigns.
Everything uses ordinary six-sided dice (d6). You need about ten per player.
When you attempt something dangerous or uncertain:
Roll 2d6 + Attribute + bonuses
Advantage: Roll 3d6, keep best two.
Disadvantage: Roll 3d6, keep worst two.
| Attribute | Max Bonus | Used For |
|---|---|---|
| Strength | +3 | Melee, lifting, breaking, intimidation |
| Agility | +3 | Dodging, ranged, stealth, acrobatics |
| Perception | +2 | Noticing, searching, initiative |
| Knowledge | +2 | Lore, magic, puzzles, medicine |
| Stealth | +1 | Sneaking, thieving, ambush |
Everyone rolls 2d6 + Perception at the start of combat. Highest acts first.
Roll 2d6 + relevant Attribute vs enemy Defense.
Hit → Roll weapon damage + Attribute bonus.
Subtract from Power.
At 0 Power you fall unconscious and start making Death Saves (2d6):
10+ wake up with 1 Power | 7–9 nothing | 6 or less gain a Wound and stay down
3 Wounds = dead.
Short rest (10 min): roll 1d6 + Knowledge, recover that much Power.
Long rest (8 hours): full Power, remove 1 Wound.
You need Glory (experience) to level.
| Level | Glory Needed | Benefits |
|---|---|---|
| 2 | 15 | +6 Power, 2 new ticks, new Power Move |
| 3 | 30 | +6 Power, 2 ticks |
| 4 | 60 | +8 Power, 3 ticks, new Power Move |
| 5 | 100 | Legendary – create your own epic Power Move |
Award 1–5 Glory per fight, 5–20 for major quests or dragon kills.
Young Red Dragon
Power 60 | Defense 15 | Bite 2d10 + Strength 5 | Fire Breath 4d6 in 30-ft cone (once per round)
Special: Flight, Fear Aura (all must roll Will or be shaken)
Five great dragon lineages still rule hidden kingdoms beneath the earth. Mortal cities pay tribute or get burned. Adventurers are outlaws, exiles, and glory-hounds who delve into the dungeons to steal dragon hoards.
Level 1 party, 2–3 hours
The village of Ashfall hasn’t seen the sun in weeks. A young black dragon named Vyrak has taken the old silver mine and demands tribute. The villagers hired you to kill it.
Treasure: 2,400 gp in coins, +1 longsword “Dawnfang”, potion of dragon control (one use)
Grab dice. Make a character in five minutes.
Go fight dragons.
Take their stuff.