Labyrinths and Lizardfolk, the game I said I would post or leave but I changed the name of for copywrite/trademark reasons that don't actually matter: return of the sith
LABYRINTHS AND LIZARDFOLK STATS AND GENERATING THEM Roll 3d6 each for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The system is d20 roll-under. I am tremendously creative. Strength: Physical force, such as striking, jumping, or throwing Dexterity: Physical coordination, such as climbing, dodging, or sneaking Constitution: Physical toughness, such as resisting poison, cold, or exhaustion Intelligence: Concentration and precision, such as picking locks, tinkering, and deciphering Wisdom: Perception and Awareness, such as shooting, tracking, or seeing illusions Charisma: All social interaction, such as frightening, lying, or provoking. Then note down that you have 6 hit points. This may increase depending on other factors. Damage is subtracted from hit points in increments of six-sided dice. 1 for normal damage such as weapons, 2 for severe damage such as giant snake venom, and 3 for massive damage like dragons breath. If damage takes you to 0 ...