Core Game Mechanics

Core Game Mechanics

In Hausbrau, players utilize 6-sided dice to determine their results of interaction types within the game world. The number of dice a Player or Game Master rolls is the number leading the dice indicator of d6. So, if you see 1d6, you would roll 1 die, 2d6 indicates 2 dice are to be rolled and so on.

In addition to d6 numbers, you may also see a value after the d6 identifier. This is an additional pip, or number to add to the roll total. So, 1d6+1 means you would add 1 to the roll result of 1d6.

You will only ever be able to add a maximum of 5 pips to any roll result, therefore, you will never see a +6 pips modifier. Rather, an additional 1d6 would be added to the dice pool to be rolled. For example, 3d6+6 is not used in this system, rather a player or GM will be told to roll 4d6. In some rare cases, you will see Xd2 or Xd3. These rolls are also accomplished by rolling a Xd6 and using the results found below. For example:

Roll 1d2 result table

1d6 Result 1d2 Result to use
1-3 1
4-6 2

Roll 1d3 result table

Roll 1d6 result 1d3 Result to use
1-2 1
3-4 2
5-6 3


Additional Rules

For attack rolls, if you roll a natural maximum value of the dice pool, then the attack is considered a Critical hit (crit, for short). An attack roll resulting in a crit automatically hits the target and deals double the attack’s damage. For instance:


You roll a natural 18 on a 3d6 roll, and your Long Sword normally deals 1d6+1. Since your roll was a crit, you would roll 2d6+2 (double the damage of your long sword).


There are 3 primary types of rest that can assist your adventuring party. Depending on how much time you have and or the benefits you wish to receive, the below table lays out what each rest duration grants each member of a party.


Rest Type Duration Benefits Frequency of use
Short Rest 1 Hour 1.      Each player regains their Constitution Bonus worth of HP.

2.      A caster gains up to 2 uses of a spell(s). See the Spells section for more information.

3.      Temporary Hit Points remain with the character until consumed by normal means

Once every 4 hours
Normal Rest 4 Hours 1.      Each player regains 1d6 + Constitution bonus worth of HP.

2.      A caster gains up to 4 uses of a spell(s). See the Spells section for more information.

3.      Temporary Hit Points are reset to 0.

Twice per day
Long Rest 8 Hours 1.      Each player’s HP pool is reset to full.

2.      All spells are available to be cast again once the rest duration is over.

3.      Temporary Hit Points are reset to 0.

Once Per day


Death and Dying

The rules in this section will look very familiar to those of you that have played an RPG before. As with most RPGs, if your Hit Points fall to 0, you are unconscious. Below 0, and you are at risk of dying. But it is not as easy to die as you might think. Hausbrau takes a page out of the Dungeons and Dragons 5th Edition Rulebook, wherein the player rolls death saves. 3 successes and the character is automatically stabilized to 0 HP, not dead…just very unconscious.

However, 3 failures of the death saving throw, and the character suffers an untimely and permanent demise. To make a death saving throw, roll 1d6 without any modifiers. A result of 1-3 is a failure, whereas 4-6 is a success. Again, 3 of whichever comes first determines the fate of the character.

There is another means of being saved, of course. The party’s Cleric can heal you for an amount HP before you meet Death face-to-face.

For example: You have fallen below 0 in your HP, say -1. Your party’s Cleric heals you for 5 points. The act of healing stabilizes you to 0, then grants you 5 HP in total.

If a Cleric or Druid cannot heal you, your party can work to stabilize you by rolling a successful Medicine skill check. To perform a Medicine Skill check, you will make the following roll:

3d6 + Medicine Skill Bonus