1 - Getting started
Merf is a simple TTRPG that takes place in the city of Vantross. While similar to other TTRPGS, such as DnD, Pathfinder, Gurps, and so on, it works with its own system. Like those RPGS, there are two phases of gameplay: Exploration and Combat. For now, though, lets go over some basic mechanics.
Rolls
The main dice in Merf is a D6 (six-sided die). When you want to do an action that requires skill, or has a chance of failure, you must roll a check to see if you succeed. To make a check, roll a D6, and depending on the skill that the check is for, you get to add a bonus to it if you are proficient.
Ex: Dave wants to force open a locked door with brute force. The DM asks him to make a strength check. Dave rolls a 3, and is proficient in strength, so he adds 1 to it, resulting in a 4 in total.
Depending on what is rolled, it can fail or succeed.
| Roll | Outcome |
|---|---|
| 1 - 3 | FAIL |
| 4 - 6 | SUCCESS |
| 7 or above | CRITICAL SUCCESS |
There is a CRITICAL FAILURE mechanic, but it only applies to magic. We will go over what CRITs do in the combat section.
Plus and Minus
Sometimes, depending on the situation, you will have an advantage or disadvantage on the roll. This is known as the Plus and Minus state.
While in the Plus state, your roll gets a +2 to the roll, almost guaranteeing a roll, and making a critical success much more likely.
The inverse is the Minus state, where your roll gets a -2 to the roll, almost guaranteeing a failure.
These states are acquired in a myriad of different ways, but generally take up a resource or are gained through a condition being fulfilled. Once again, more info in the combat section.
Getting Started
To play Merf, first you need is a Character Sheet.