We have playtested the Rogue Class in my version of an infinite
dungeon. The dungeon is basically an infinite series of rooms that has
one entrance and two exits, each exit leads to a new room. Each room
is randomly rolled to see if there are any monsters, pussles, quests,
challenges and what types of exits there are.
My friend Jens played a single rogue with the following house rules.
– The character start with 10 in Strength, Endurance and Agility.
– At character creation you can distribute 3 points to the above attributes.
– The total value in Endurance is your maximum life.
– The total value in Agility is the maximum amount of re-rolls you can
do per level.
– When all Agility points have been used the character can level up.
– The character can only level up when he is out of an encounter. Ie,
if he is occupied by a monster or any other challenge no leveling up
can be done.
– When leveling up the character get 1 point to distribute to either
Strength, Endurance and Agility.
– For every even level the character gains a new ability is learnt. We
discussed this during game play and decided together how to arrange it
– All challenges and difficulty tests were made with a roll of 1d20.
If the roll was lower than the appropriate attribute (Strength,
Endurance, Agility) the roll was successful. Agility points could also
be spent to reroll.
– Monsters in the dungeon used the Mage, Rogue or the Fighter template
to resolve combats. A snake used the Rogue, a Wizard used the Mage
template for example. This meant that I had to come up with rhyming
poems on the fly.
The point of gaining an ability on each even level was to give an
oportunity to change the game play and not to just increase another
attribute in a linear fashion. We discussed some different things you
could do but only tested two abilities.
The first ability was to let the Rogue “pay” one pair of his dice in
order to make a second roll with the four remaining dice and so add
extra damage in that turn. For example: The Rogue roll three of a kind
(3 damage) and one pair (1 damage) which would do 4 damage in total.
He could then discard the one pair and make an additional roll with
the 4 remaining dice. In this way he would do 3 damage from the three
of a kind and plus the damage he rolls in the second roll after he has
discarded one pair. As soon as he has discarded one pair he could not
use any agility points to re roll.
The second ability I used when Jens was fighting a giant snake.
Whenever the snake was attacked the snake rolled 6 dice and reduced
the damage taken with the score he got. The Snake could not use any
agility points to reroll this defensive roll.
When Jens fought the snake he decided to try to point out the eyes of
the snake. Jens then made an Agility check with a 1d20 and compared
the result with the same check for the snake. Jens won and blinded the
snake. I then removed two dice from the snake’s available dice, ie the
snake could then only roll 4 dice to attack and defend.