20

Espen's Super Simple Easy RPG

ESSER

Theatre of the Mind · Story First · Rules Light

Explain it in 5 minutes. Play it in 2 hours. Remember it forever.

d20 System Any Setting 2–6 Players Free to Play

Core Rules

Everything in ESSER resolves with a single roll: d20 + skill bonus + attribute bonus. Hit 10 or above and you succeed. The margin of your roll tells the story.

The play cycle is simple: describe what you do → roll → narrate the outcome together.

1–9 Failure

It goes wrong — a new problem emerges.

10–14 Success with Cost

You succeed, but pay a price.

15–19 Full Success

Clean, effective, no complications.

20+ Epic Success

Dramatic and better than expected.

✦ ✦ ✦

Character Creation

Start with a concept — caravan guard, halfling wizard, goblin cook, disgraced knight. Then define your character through four attributes and a handful of skills.

Attributes

Distribute +2, +1, +0, +0 across the four attributes. Each adds to your roll whenever that attribute is relevant.

⚔️ Might Strength, endurance, melee
🏹 Agility Speed, stealth, ranged, dexterity
📚 Mind Intelligence, lore, magic
🎭 Charm Persuasion, trickery, presence

Skills

Choose from a broad list covering physical, mental, social, and special abilities — or invent one that fits your concept. Assign bonuses as follows:

+3
Master
1 skill — your defining talent
+2
Expert
2 skills — areas of deep experience
+1
Skilled
3 skills — competent but not specialized

Skill examples — Physical: Athletics, Acrobatics, Endurance, Melee, Ranged, Stealth, Thievery. Mental: Nature, Survival, Crafting, Lore. Social: Persuasion, Deception, Intimidation, Performance. Special: Perception, Healing, Animal Handling, Spellcasting.

Strikes

Every character has 3 Strikes — representing injury, exhaustion, bad luck, or broken morale. Failures and hard consequences cost 1 Strike. Reach 3 Strikes and you're out: knocked unconscious, captured, or too exhausted to continue. Rest or healing removes 1 Strike; you reset fully at the end of an adventure.

Current Strikes:

Levels

ESSER uses hybrid milestone leveling — advance every 2–3 sessions, or when the GM declares a major story moment. Each level brings one meaningful upgrade.

  • 1NoviceStarting character — 1 Master, 2 Expert, 3 Skilled.
  • 2AdventurerGain 1 new Skilled skill or +1 to an attribute (max +3).
  • 3VeteranUpgrade a skill tier or gain a new Skilled skill.
  • 4HeroIncrease an attribute by +1 or upgrade a skill.
  • 5ChampionGain a new Expert or Master skill if the story supports it.
  • 6–7LegendFurther upgrades — attribute cap +3, max 3–4 Masteries.

Combat

Combat is an opposed roll. Both attacker and defender roll d20 + skill + attribute, then compare results. The gap between them determines the outcome.

Win by 5+ Full Hit

Target takes 1 Strike.

Win by 1–4 Glancing Hit

Target is weakened, pushed back, or disarmed.

Defender Wins Defence Holds

Attacker risks 1 Strike (counter, stumble, or strain).

Minion Boss Player

Magic

Magic is just another skill: Spellcasting. Roll d20 + Spellcasting + Mind. Your mastery tier determines the scale of what you can do; your chosen tradition determines the flavour.

Failed or partial rolls can deal Strikes, cause magical backlash, or create collateral damage — magic has teeth.

🔮
Arcane

Elements, force, knowledge, pure wizardry.

Divine

Healing, protection, banishment, miracles of faith.

🌑
Occult

Illusions, curses, secrets, mind tricks.

🌿
Primal

Nature, animals, weather, life energy.

Skilled casters manage small tricks; Expert casters produce solid reliable effects; Masters reshape the scene. The same roll, the same math — only the story changes.

NPCs & Monsters

NPCs and monsters are built with the same logic as players, using only what they need. Four tiers of difficulty — adjust with Strikes and Traits, not with complex math.

Tier Description Strikes Bonus Example
Minion Weak or numerous foes 1 +0 to +2 Goblin, guard dog
Tough Skilled or notable foe 2 +2 to +4 Bandit captain, bounty hunter
Elite Dangerous or magical 3 +4 to +5 Ogre, mage, knight
Boss Main threat or villain 3+ +5 to +6 Necromancer, dragon, warlord

Example Stat Blocks

Goblin Slinker Minion

+2 to hit/dodge (Agility) · 1 Strike

Scampers away on failure.

Ogre Raider Tough

+4 Melee · +3 Endurance · 2 Strikes

Crushing Blow — full hit stuns momentarily.

Swamp Hag Elite

+5 Spellcasting (Occult) · 3 Strikes

Illusion Mist — once per scene, obscure the field.

Fireborn Warlord Boss

+6 Melee or +5 Spellcasting · 3+ Strikes

Flaming Aura — melee attackers risk 1 Strike on failure.

Adventures

ESSER adventures follow the Five Room Dungeon structure — five scenes with a suggested pace. You can run a complete adventure in two hours.

1
Entrance / Guardian
~20 min

Start with immediate action — an ambush, a puzzle, a guarded gate. No slow walks into danger.

2
Puzzle / Roleplay
~20 min

A social challenge, trap, or obstacle that can't be solved by swinging a sword.

3
Twist
~20 min

A complication is revealed — a betrayal, a rival, a cursed item, an unexpected ally.

4
Climax
~40 min

The boss fight, the desperate chase, or the tense negotiation with everything on the line.

5
Resolution
~15 min

Wrap-up, consequences, rewards. Let the story breathe before the next adventure begins.

Quick Reference

The Roll

d20 + skill + attribute. 10+ succeeds. 15+ full success. 20+ epic.

Attributes

Might · Agility · Mind · Charm. Distribute +2, +1, +0, +0.

Skill Bonuses

Master +3 · Expert +2 · Skilled +1 · Untrained +0

Strikes

Players: 3. Minions: 1. Bosses: 2–3. Out at max Strikes.

Combat

Opposed rolls. Win by 5+ = full hit. Win by 1–4 = glancing hit. Defender wins = counter.

Magic

Spellcasting + Mind. Choose a tradition for flavour. Same mechanics, different story.