How did I end up in a Dungeon!?
Concept
The average individual has the same monotonous life, a daily pattern, and after awhile the boredum of that beat sets in. A beat that gets duller and duller. It tends to be the same thing over and over again but there is the little bits of excitement and joy. Still, you wanted something different. You wanted change. And that's how you got into the dungeon. The dungeon does not randomly occur by chance. It's a direct consequence of your collective and subconscious yearning for something more than your ordinary life.
This concept is about writing a character who is quite ordinary and extremely bored in their everyday life and they end up somewhere new. They wished for it. There is a saying, "Be careful what you wish for or you might just get it," and that's the experience. Every single person was wishing for something more or a change in pace or to be completely different from themselves and they ended up in the dungeon.
Your character was not anything special in the real world (or the original world) and everyone came from Earth or an Earth-like universe. The background could be anything from college student to professor or stay at home mom to manager at a grocery store. All of this, all of what they knew is temporarily paused or possibly forever forgotten and left behind. Your character might wake up with no abilities and be a regular human or they wake up with magnificent abilities. They might have differences in their appearance; pointer ears, longer fangs, or possibly their skin turned green!
The many different things that can happen with change. Requested change at that.
Core Mechanics
All actions are resolved by a singular d20 roll.
Success/Failure:
1 - 9 = Failure
10 - 16 = Partial success
17 - 20 = Success
A natural 20 has benefits. If you roll a natural 20, your character will get a "luck point" which they can use to re-roll a dice or add a +1 to an outcome of a dice roll of their choosing.
A natural 1 has disadvantages. This could be mean instead of the sword hitting an enemy. It might hit your foot or a friend nearby or it could simply shatter from being so rusty.
Damage
Bare Fists are only going to damage by d4
Physical Weapons are anything; a broom stick, a handful of rocks, a knife, or a bucket. These do damage of d6
Heavy Weapons are like physical weapons but heavier or more eccentric; a hammer, a gardening tool, a chainsaw. These do damage of d12
Basic Magic anything that can be done without much focus or attempt. Mending cuts and bruises with a touch and the help of herbs. Creating small illusions like shadows dancing across a wall. Creating small flames to light candles or torches. Forcing moisture in the air to create small ice shards. When attacking with basic magic attacks, d4 damage.
Medium Magic needs more focus and technique such as creating fireballs, controlling weather, turning wood into stone, or or being able to detect things that the regular eye cannot see. If doing damage with such level of magic, d10 damage is dealt.
Advanced magic does need more focus and such. This includes reanimating the dead, summoning spirits (demons or entities), being able to turn someone into an animal like a mouse. These abilities can do d12 damage when using it to attack.
All of the noted abilities or possibilities of magic or weapons are not above. This is a guideline of understanding what items are considered what and how much damage they can do.
Success/Failure:
1 - 9 = Failure
10 - 16 = Partial success
17 - 20 = Success
A natural 20 has benefits. If you roll a natural 20, your character will get a "luck point" which they can use to re-roll a dice or add a +1 to an outcome of a dice roll of their choosing.
A natural 1 has disadvantages. This could be mean instead of the sword hitting an enemy. It might hit your foot or a friend nearby or it could simply shatter from being so rusty.
Damage
Bare Fists are only going to damage by d4
Physical Weapons are anything; a broom stick, a handful of rocks, a knife, or a bucket. These do damage of d6
Heavy Weapons are like physical weapons but heavier or more eccentric; a hammer, a gardening tool, a chainsaw. These do damage of d12
Basic Magic anything that can be done without much focus or attempt. Mending cuts and bruises with a touch and the help of herbs. Creating small illusions like shadows dancing across a wall. Creating small flames to light candles or torches. Forcing moisture in the air to create small ice shards. When attacking with basic magic attacks, d4 damage.
Medium Magic needs more focus and technique such as creating fireballs, controlling weather, turning wood into stone, or or being able to detect things that the regular eye cannot see. If doing damage with such level of magic, d10 damage is dealt.
Advanced magic does need more focus and such. This includes reanimating the dead, summoning spirits (demons or entities), being able to turn someone into an animal like a mouse. These abilities can do d12 damage when using it to attack.
All of the noted abilities or possibilities of magic or weapons are not above. This is a guideline of understanding what items are considered what and how much damage they can do.