LICHTSPIEL
A minimalistic roleplaying game by Philipp Teich.
E RSION
COMBAT
Non-player characters and creatures
only have one stat: their HP. It can
range from 2 to 5.
ADVANTAGE
If you have the upper hand or have
assistance with an action add one
die to your roll.
Inspired by Messerspiel and LUMEN. N V You can only fight one foe per round
A SHCA of combat. If you have a weapon and DISADVANTAGE
face a single foe describe how you If you are outnumbered or in a bad
want to act in combat. Roll a number position take one die away from your
of d6 equivalent to the roll. If you have no dice left roll 2d6
CHARACTER CREATION PLAY corresponding attribute. Compare and read the lower result.
Choose a name for your character. The referee describes the world and the highest result to the foe’s HP.
actions of non-player characters.
Roll 1d6 for Health Points (HP). Express how your character acts and Higher than foe’s HP: HEALING
what they say. When an action is Inflict damage equal to the A short rest will restore d3 HP.
Your character can carry 6 items. risky make a risk roll. The referee difference of your score and A night’s rest will restore full HP.
They start with a weapon of your describes how the world reacts. the foe’s HP.
choice and rations for 3 days.
Lower than foe’s HP: REACTION
Distribute the values 1, 2, and 3 RISK ROLL Take damage equal to the If the attitude of a non-player
among these three attributes: When an action is risky or dangerous difference of the foe’s HP and character or a foe is ambiguous roll
describe how you want to approach your score. 2d6 to determine their reaction.
Might Act strong and the situation. State what you fear will
powerful. Hit hard. happen if you fail. Then roll as many Hit foe’s HP exactly: 2-3 Hostile
Shout loud. d6 as the value of the corresponding Both sides take 1 damage. 4-6 Angry
attribute. 7-8 Indifferent
Move Act quick and speedy. Player characters not involved in one 9-10 Talkative
Think fast. Move swift. Read only the highest result: on one combat can either assist an 11-12 Helpful
ally and give them advantage, or
Method Act thoughtful and 1-3 Your action fails. The referee gain a free attack and do 1 damage
patient. Take time. Use describes the consequences. to their target.
your training. Foes not directly involved in a fight
4-5 You succed but the referee do 1 damage to a player character.
These attributes don’t resemble a adds a complication.
certain skill. They describe a Damage is subtracted from HP. If HP
character’s preference on how to 6 You succeed. Double sixes reach 0 the character dies.
approach a situation. give you a bonus.
STARTING EQUIPMENT USING THE ATTRIBUTES REFEREE ADVICE Telegraph danger. The dangers the
If the player characters need Expect the unexpected. Don’t plan player characters are facing should
starting equipment let the players Might kick down a barricade, ahead too much. Players won’t do be real. Players should be aware of
roll two d6: lift a heavy weight, hit what you expect them to do. Be dangerous situations and foes, and
foes with a melee flexible when they take another have a chance to avoid them.
1-2 1 Lantern or flashlight weapon, block a door direction.
2 Rope (10m) Make fights threatening. Combat is
3 Flask of poison Move dodge an attack, act Adapt to the player’s approaches. quick and dangerous. Encourage
4 Lockpicks before a foe can react, Different methods have different players to find ways to avoid combat.
5 D4 grenades or leap over an abyss, outcomes. Smashing a door might be
flashbangs jump into cover, shoot successful but also attract danger. Use traps like puzzles. Make traps
6 Medicine box (one use, first, blindside a foe obvious and let the players figure
restores d6 HP) Let the players create the world with out how to disarm them without
Method aim to shoot, hide in you. Ask questions like: triggering them.
3-4 1 Grappling hook the shadows, sneak
2 Crowbar past foes, find a weak “What do you fear could go
3 Antidote spot, observe a wrong if your action fails?”
4 Handcuffs situation or person
5 Bear trap “What tells you that this room
6 Spyglass or night Example 1: When trying to enter a has been abandoned for a
vision goggles locked room a player character could long time?”
smash the door with brute force
5-6 1 Net (Might), quickly pick the lock (Move), “Which rumors did you hear
2 Camping gear or take their time and use their about the swamp witch?”
3 Tool box knowledge to figure out the weak
4 Can with grease spots of the door and the lock Build up on their answers when
5 Bag of caltrops or (Method). introducing obstacles and
glass shards consequences.
6 Smoke bomb Example 2: In combat, a player
character could hit their enemy with Reward creativity. Clever solutions to
a club (Might), use their speed to a problem or a situation don’t need a Thanks to the betareaders,
attack before the enemy can react dice roll. playtesters, and proofreaders:
(Move), or carefully aim to hit the blalasaadri, Christina Jürgensen,
enemy with a throwing knife David Garrett, DeLilly, Lizzie of
(Method). Fable, Michael Mars, Iko, Sergej
Ebel