YES/NO Dice RPG is a fast, flexible role-playing system built on collaborative storytelling and cinematic outcomes. A single six-sided die determines success, failure, and unexpected twists that push the story forward. Create characters quickly, dive into the action, and let the dice surprise you.
1. Set Up
1.1 Choose a Game Master (GM)
The GM sets the scene, controls NPCs, and narrates outcomes.
1.2 Create Characters
Each character has five core stats:
- Strength — Power, endurance, melee combat
- Dexterity — Agility, speed, stealth, ranged combat
- Charisma — Influence, leadership, intimidation, performance
- Intellect — Logic, memory, technical skills
- Wisdom — Insight, perception, intuition
Assign Advantages
- Players choose which stats are strongest (advantage) and weakest (disadvantage) for their character.
- These stats affect rolls related to actions or combat. For example:
- High Strength → advantage on lifting, breaking, or melee combat.
- Low Dexterity → disadvantage on dodging, stealth, or precision tasks.
- Pick 2 stats with advantage (roll twice → take best).
- Pick 1 stat with disadvantage (roll twice → take worst).
- Remaining stats are neutral (roll once).
1.3 Health
Characters have 3 Health Points (HP) by default.
- At 0 HP, the character is knocked out, defeated, or otherwise removed from danger.
- Healing restores HP (GM decides method: rest, magic, medicine, etc.).
1.4 Skills (Optional but Recommended)
Each character chooses 2 skills, tied to any stats.
Examples:
- Strength: Athletics, Climbing
- Dexterity: Stealth, Acrobatics, Lockpicking
- Charisma: Deception, Diplomacy
- Intellect: Investigation, Engineering
- Wisdom: Survival, Medicine
When a skill applies → gain advantage on that roll.
Skills can stack with stat advantage.
1.5 Special Abilities (Optional)
Each character starts with 1 unique ability, such as:
- Heavy Hitter: On a Strength YES…, add bonus effect.
- Silver Tongue: Once per scene, gain high advantage on Charisma.
- Quickstep: Once per fight, move or dodge automatically without rolling.
These abilities define character style without adding complexity.
Armor Adds Extra HP
Base HP: 3
Armor HP: Added on top
Examples:
- Clothing / Light Gear: +1
- Leather Armor: +2
- Chain / Medium Armor: +3
- Plate / Heavy Armor: +4
Suggested Rule:
Armor HP is lost first.
When Armor HP hits 0, that armor is broken/damaged and no longer provides benefit.
2. The Dice System
Whenever an outcome is uncertain, roll 1d6:
| Roll | Result |
|---|---|
| 1 | YES, AND… — You succeed, and something extra good happens. |
| 2 | YES — You succeed. |
| 3 | YES, BUT… — You succeed, but something bad happens. |
| 4 | NO, BUT… — You fail, but something good happens. |
| 5 | NO — You fail. |
| 6 | NO, AND… — You fail, and something else bad happens. |
3. Advantage & Disadvantage
- Advantaged: Roll twice and take the best result.
- Highly advantaged: Roll three times and take the best result.
- Disadvantaged: Roll twice and take the worst result.
- Highly disadvantaged: Roll three times and take the worst result.
Sources:
- Stats
- Skills
- Situational modifiers
- Items or abilities
Advantages and disadvantages come from character stats and other situational factors. They cancel out one-for-one.
4. Game Flow
- GM describes the situation.
- Players describe their character’s actions.
- Roll the die to determine the outcome, applying any advantages or disadvantages.
- GM narrates the result based on the roll.
- Repeat—the story unfolds through successes, setbacks, and surprises!
5. Combat Rules
5.1 Initiative
When combat starts, everyone rolls 1d6:
- 1–3 act later
- 4–6 act earlier (GM may group enemies to simplify.)
5.2 Taking Actions
- Declare Action: Attack, defend, or use a special maneuver.
- Determine Relevant Stat:
- Strength for melee, Dexterity for ranged or dodging, Charisma for intimidating, Intellect/Wisdom for strategy or spells.
- Roll the Die: Apply advantage/disadvantage based on the stat.
Common actions:
- Attack
- Defend
- Move
- Support an ally
- Use an ability
- Try something cinematic
5.3 Stats in Combat
- Strength: Melee attacks
- Dexterity: Ranged attacks, dodging
- Charisma: Taunting, intimidating
- Intellect: Tactical maneuvers
- Wisdom: Reading enemy movements
Apply advantage/disadvantage as usual.
5.4 Interpreting Combat Rolls
| Die Result | Combat Outcome |
|---|---|
| YES, AND… | Hit + bonus damage, disarm, knockdown, gain position |
| YES | Hit, normal effect |
| YES, BUT… | Hit but take damage, lose footing, expose yourself |
| NO, BUT… | Miss but gain position, advantage next turn |
| NO | Miss |
| NO, AND… | Miss + take damage, drop weapon, suffer condition |
- Players and GM take turns, rolling and narrating outcomes.
- Combat remains fast, cinematic, and unpredictable.
5.5 Damage
- Most hits deal 1 HP.
- YES, AND may deal 2 HP or have special effects (GM choice).
5.6 Status Effects (Optional)
A roll may inflict a temporary condition:
- Stunned — disadvantage next roll
- Poisoned — lose 1 HP after 3 rounds
- Blinded — high disadvantage on perception and attacks
- Restrained — disadvantage on physical actions
These last until removed by action, rest, or ability.
6. Critical Rules (Optional)
Critical Success (Nat 1)
When rolling a natural 1 without advantage/disadvantage:
- Automatic YES, AND
- Gain 1 Story Token
Critical Failure (Nat 6)
When rolling a natural 6 without advantage/disadvantage:
- Automatic NO, AND
- GM may introduce a story complication
7. Story Tokens (Optional but Awesome)
Players earn Story Tokens when they:
- Roll a critical success
- Roleplay especially well
- Make the group laugh
- Take creative risks
Spend 1 Token to:
- Give yourself advantage
- Negate a BUT or AND result
- Introduce a helpful detail (“Luckily, I packed rope earlier…”)
- Take an extra action
Story Tokens make gameplay dynamic and reward creativity.
8. Quick Reference Sheet
Dice Outcomes (1d6)
| Roll | Result |
|---|---|
| 1 | YES, AND… |
| 2 | YES… |
| 3 | YES, BUT… |
| 4 | NO, BUT… |
| 5 | NO… |
| 6 | NO, AND… |
Advantage/Disadvantage
| Type | Roll |
|---|---|
| Normal | 1 roll |
| Advantage | Roll 2, take best |
| High Advantage | Roll 3, take best |
| Disadvantage | Roll 2, take worst |
| High Disadvantage | Roll 3, take worst |
Stats
STR, DEX, CHA, INT, WIS
Assign 2 advantages + 1 disadvantage.
Default Health
3 HP
Combat
- Initiative: roll 1d6
- Most hits = 1 HP
- YES, AND = big hit or special effect
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