The Essentials
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.
It goes wrong — a new problem emerges.
You succeed, but pay a price.
Clean, effective, no complications.
Dramatic and better than expected.
Who You Are
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.
Skills
Choose from a broad list covering physical, mental, social, and special abilities — or invent one that fits your concept. Assign bonuses as follows:
1 skill — your defining talent
2 skills — areas of deep experience
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.
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.
Clashing Steel
Combat
Combat is an opposed roll. Both attacker and defender roll d20 + skill + attribute, then compare results. The gap between them determines the outcome.
Target takes 1 Strike.
Target is weakened, pushed back, or disarmed.
Attacker risks 1 Strike (counter, stumble, or strain).
The Arcane Arts
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.
Elements, force, knowledge, pure wizardry.
Healing, protection, banishment, miracles of faith.
Illusions, curses, secrets, mind tricks.
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.
Things That Want to Kill You
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
+2 to hit/dodge (Agility) · 1 Strike
✦ Scampers away on failure.
+4 Melee · +3 Endurance · 2 Strikes
✦ Crushing Blow — full hit stuns momentarily.
+5 Spellcasting (Occult) · 3 Strikes
✦ Illusion Mist — once per scene, obscure the field.
+6 Melee or +5 Spellcasting · 3+ Strikes
✦ Flaming Aura — melee attackers risk 1 Strike on failure.
The Shape of a Story
Adventures
ESSER adventures follow the Five Room Dungeon structure — five scenes with a suggested pace. You can run a complete adventure in two hours.
Start with immediate action — an ambush, a puzzle, a guarded gate. No slow walks into danger.
A social challenge, trap, or obstacle that can't be solved by swinging a sword.
A complication is revealed — a betrayal, a rival, a cursed item, an unexpected ally.
The boss fight, the desperate chase, or the tense negotiation with everything on the line.
Wrap-up, consequences, rewards. Let the story breathe before the next adventure begins.