EZ20
EZ20
EZ20
Fantasy Edition
What is EZ20? Bringing It All Together
The GM and the other players work with
EZ20 is a free, simple, open content, one another to weave an interesting tale of
introductory roleplaying system designed to be adventure. Specifically, the Game Master sets
accessible to hobby newcomers while also up engaging challenges for the ensemble cast
appealing to older gamers who seek a less of a given game to overcome and, as they do
complex rule set that they can more easily fit so, a story unfolds during actual play. It is this
into their busy day to day schedule. dynamic that sets a tabletop roleplaying game
apart from a board game.
The Basic Concepts It is important to note that, while the
GM sets up obstacles for the other players, to
The choices that you can make during overcome, he does so for their enjoyment – if
a game of EZ20 are limited only by your own the G M is setting up challenges that diminish
imagination. This freedom of choice is made the fun for the other players, he’s missing the
possible because the flow of the game is point of EZ20 altogether. The Gam e Master
influenced by living, breathing, people as should, of course, have fun himself – but not at
opposed to a computer program or other the expense of others.
artificial structure that provides only for a finite Similarly, while the other players work to
number of options by design. overcome the obstacles set up by the GM , they
aren’t working against the GM himself – they
The Gam e Master are expected to overcome obstacles. If either a
W hen you play EZ20, one player player ot a G M sees trumping the other party
assum es the role of the Game M aster (GM for as being the goal of the game, again, they’re
short). The G M is the player responsible for missing the point of EZ20.
describing an imaginary world as other players Ultimately, tabletop roleplaying gam es
interact with it. Also, the GM is responsible for are a cooperative endeavor, and every player
assuming the roles of those characters and (including the Game M aster) has a specific role
creatures not portrayed by other players (non- to play in order to make such games work as
player characters or NPCs). they are intended to work by design. EZ20 is no
Ideally, the player chosen to be the GM exception – all of the players must work with
should be familiar with all of the rules herein each other in order for everybody to have fun.
and possess good common sense. The GM If anybody is only in it for themselves , they’ll
will not always be able to rely on the written likely wreck the game for others.
rules to provide an answer to a problem .
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Game play will move more quickly if you have different types of traits used in EZ20 – broad
access to multiple dice, but they aren’t strictly traits and narrow traits.
required to play the game (everybod y can Broad traits are those that encompass a
share one die, if necessary). wide variety of possible actions by virtue of their
Second, every player other than the GM scope. For instance, the trait Dextrous can
will need a copy of the EZ20 record sheet feasibly be linked to all actions that require a
located at the end of this document (if you degree of agility or hand-to-eye coordination,
don’t have access to a computer printer, a from slight of hand tricks to sword dueling.
blank sheet of paper will do in a pinch). Broad traits allow a character to cover a lot of
Players use these sheets to keep track of their ground but due to the lack of focus associated
characters during actual game play. with such traits, they grant players a relatively
Finally, each player (including the GM) small die roll bonus.
will need either an erasable pen or a pencil. If Narrow traits are those that have a very
you’re wondering, yes, such pens or pencils tight focus, encompassing only a small body of
are used by players to fill in the record sheets possible actions. For instance, the trait Oral
mentioned previously (in the case of the GM, Surgery can only feasibly be linked to actions
he’ll be using a pencil to take notes). that involve. . . er. . . oral surgery. While
narrow traits are not, by nature, as widely
applicable as broad traits, they make up for
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level, for example). If your GM does not set a How to Roll the Die
starting level for characters, assume that they When a player wants their character to
start play at first level (i.e., Level 1). perform a certain action under duress (be it
striking a character in combat, deciphering an
5. Finishing Touches ancient scroll, or trying to shrug off the effects
Mechanically, characters are now fully of a bad cold), they will need to roll a d20 and
defined – players need only briefly describe add som e num bers to the die roll result that
their characters, telling the other players what they generate.
their characters look like, act like, and what The numbers that a player adds to the
equipment that they carry*. result of such a die roll are their character’s
level and the total number of die roll bonuses
granted by their character’s relevant traits (if
*Your character will still need to hold a
any). Broad traits grant a +1 bonus to die roll
sword in order to use one, though it is
results, while narrow traits grant a +3 bonus to
merely a prop (i.e., the sword has little
die roll results.
impact on play, mechanically speaking).
A player always wants to roll as high as
they possibly can. Specifically, the player will
After a player has done these things, need to generate a final, modified, die roll
they are ready to play in a game that uses the result that equals or exceeds a difficulty class
EZ20 rules. (DC) assigned by the Game M aster to the
action that the player’s character is attempting
to perform.
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If a player’s character is not under Characters act in descending order of
duress and the action they are attempting to the die roll results generated on their behalf,
perform is specifically related to an area of from highest to lowest. Any ties should be re-
expertise that they have ranks in, then it is rolled before proceeding to the resolution of
automatically successful (treat the situation as any actions being taken.
if the player had generated a die roll result of Acting order can be determined once at
natural 20, as discussed previously). the beginning of a given combat or at the
beginning of every combat turn. Ultimately, the
GM gets to decide which method works best for
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represents an instant in which fate has turned may erase the mark from one such blow on
against a character, taking something out of their record sheet, moving from right to left until
them either mentally, physically, or socially. all marks are removed.
The three basic types of blow that a character For every period of one day (i.e., 24
may sustain in EZ20 are, accordingly, mental, hours) that passes without a given character
physical, and social. On the EZ20 record sustaining further physical blows, their player
sheet there is box similar to the one below: may erase the mark from one such blow on
their record sheet, moving from right to left until
all marks are removed.
Mental Blows 999
For every period of one week (i.e., 7
Physical Blows 999
days) that passes without a given cha racter
Social Blows 999
sustaining further mental blows, their player
may erase the mark one such blow on their
Whenever a character in a game of record sheet, moving from right to left until all
EZ20 is the target of a successful attack or marks are removed.
fails to successfully perform an action whose In some settings, magic or advanced
consequences dictate injury of some kind, their technology may be used to heal dam age, often
player crosses out one of the boxes to the right in a much quicker manner than nature alone
of the appropriate type of blow in the lower allows. For instance, a wizard may have access
right-hand corner of their record sheet. to a spell that heals damage or a starship’s
When marking off blows, move from medical bay may have some advanced tissue
left to right on the record sheet. For instance, regeneration tanks installed in it.
a player whose character who is struck once in In such settings, treat attempts at using
martial combat would mark the far leftmost magic or technology to heal damage as you
box for physical blows on his record sheet: would any other action – a success allows the
player whose character is receiving treatment to
erase a mark as though they had healed that
Mental Blows 999
blow naturally.
Physical Blows :99
Social Blows 999
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character who is casting a spell sim ply states Balancing Ch allenges
the desired effect of the spell that they are In EZ20 games, every com bat that a
casting and the GM assigns a DC to it as they character participates in has a challenge rating
would any other action. (CR ). This CR is equal to the total number of
W hen rolling their d20 to resolve the levels possessed by those characters who are
outcome of such a casting attempt, a player opposing the PC (or PCs). As a general rule, a
adds any magic-related traits possessed by combat with a CR equal to the total levels of all
their character to the die roll result. If the final the participating PCs is considered to be
result of the die roll meets or exceeds the DC balanced (i.e., the PC s have a fair chance of
assigned to the spell casting attempt, then the emerging victorious from the combat).
spell effect occurs as the player described it. If So, for instance, a group of three Level
the die roll result is less than the assigned DC, 5 PCs fighting a Level 15 dragon would be
then the spell simply fizzles unremarkably (i.e., considered a balanced challenge, while a
it has no discernable effect). single Level 5 player character being forced to
fight a Level 15 dragon is an example of an
unbalanced challenge (as, for that matter, is a
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within three points of the performing PC's level After you have determined how many
is considered to be balanced for that levels a given creature has in EZ20, the next
character. A DC 15 trap placed in front of a step of conversion is to quantify their defining
Level 4PC , for instance, is an example of an features (e.g., skills, feats, etc) as traits. Like all
appropriately balanced challenge, while a DC other EZ20 characters, creatures begin with the
30 trap placed in front of the same character standard four traits at Level 1 and gain another
is an example of a very unfair challenge. trait at Level 2, Level 4, Level 6, and so on.
Thus, the aforementioned orc might have the
Character Growth following traits in EZ20:
Whenever a character in EZ20 survives
a given challenge intact (i.e., they aren’t • Orc (Broad Trait)
killed), they gain some experience points. lf the • Warrior (Broad Trait)
CR of this challenge is equal to or less than • Swordplay (Narrow Trait)
the character’s level, they gain only one • Tracking (N arrow Trait)
experience point. If the CR of this challenge is
greater than the character’s level, they gain a As a general rule, important feats, skills,
number of experience points equal to the and any notable special or spell-like abilities
difference between the CR and their level. become narrow traits, while races and classes
W hen a character gains 13 points of become broad traits. And that's it – your
experience in the manner outlined above, they creature (or character) has been converted.
gain a level and, for every two levels that a
character gains, their player gets to choose a Spell Effects
new trait that further defines them (such traits Although the default method of spell
are subject to approval by the GM). casting in EZ20 makes much of the information
pertaining to spells in other d20-based OGL
systems superfluous, the actual spell effects can
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EZ20 Character Record Sheet