TEXT: Full Rules Summary
  Page 1
  Abilities
  Skill Focus
  PC level / 2 rounded up added to one ability
  Strength
  Damage, Hit Bonus, Pulling, Pushing or Lifting – Save vs Paralysis
  Intelligence
  Knowledge, Disguise, Recall, Appraisals – Save vs Magic
  Dexterity
  Armor Class, Acrobatics, Balance, Climbing, Ranged Hit Bonus
  Wisdom
  Listening, Hiding and Searching Checks – Save vs Gas
  Constitution
  Hit Point, Stamina, Save vs Poison
  Charisma
  Morale, Negotiation, Leadership
  Difficulty Checks
  d20 + Ability Score >= target DC
  Very Easy (0)
  Notice something large in plain sight
  Easy (5)
  Climb a knotted rope
  Average (10)
  Hear a loud approaching guard
  Tough (15)
  Rig a wagon wheel to fall off
  Challenging (20)
  Swim in stormy water
  Formidable (25)
  Open a good lock
  Heroic (30)
  Leap across a 30-foot chasm
  Nearly Impossible (40)
  Track a squad of Orcs across hard ground after 24 hours of rainfall
  Advantage
  Team Work
  d20 with Advantage + highest party ability bonus
  Magic Mana
  Level + Ability Bonus (and focus)
  Use Hit Points for Mana
  Encumbrance
  Max Weight
  Strength +4 x 25 lbs
  Carry Weight
  1/2 weight = 1/2 movement
  Conditions
  Blinded
  No range attacks, -10 to AC, Enemies attack with advantage
  Charmed
  Protect charmer, save DC 20 vs Wisdom
  Dazed
  Lose next attack, enemies attack with advantage
  Immobilized
  Movement 0′
  Invisible
  +10 to AC, Attack with advantage, cannot be targeted by range
  Paralysis
  Enemies auto hit + crit, save DC 20 vs Constitution
  Perpetual Damage
  Deal damage at the start of each round
  Prone
  -2 to hit, enemies attack with advantage, stand up 1 round
  Slowed
  Movement 1/2 normal
  Stunned
  Enemies attack with advantage, save DC 15 vs Constitution
  Unconscious
  No actions, Enemies auto hit + crit
  Armor Class
  Number needed to hit
  Shield
  +1 to Armor class
  Light Cover
  +3 to Armor class, 50% coverage
  Full Cover
  +5 to Armor class, 90% coverage
  Full Dodge
  d20 + Dexterity vs attacker roll, dodger lose next attack
  Full Rules Summary For https://simplednd.wordpress.com
   2d20 take highest roll (disadvantage take lowest)
  Self Sacrifice
  
  Full Rules Summary
  Page 2
  Encounter
  d20 + Highest Charisma vs Reaction Chart
  Attack
  result 1 – 3
  Possible Attack
  result 4 – 9 (reroll – 5)
  Uncertain
  result 10 – 15 Roll Again
  Possibly Friendly
  result 16 – 19 (reroll + 5)
  Friendly
  result 20+
  Negotiation
  If the player speaks the monster’s language – d20 – 10+ monster talks
  Combat Round
  Surprise
  d20 + Wisdom vs d20 + Wisdom
  Declare Party Actions
  Flee, Fight, Talk
  Declare Player Actions
  Melee Attack, Range Attack, Spell, Move
  Initiative
  d20 highest to lowest
  Melee Attack
  d20 + Hit Bonus vs Armor Class
  Ranged Attacks
  +1 short range, +0 normal range, -5 at long range
  Cast Spell
  DC 10 + Spell Level vs d20 + Intelligence – auto hit
  Morale Checks
  DC 20 + Morale or flee
  Death
  Save DC 20 vs Constitution
  Healing
  Heal 1 Hit Dice / Hour
  Resting
  8 hours – recovered (level #) x Hit Dice health, all mana
  Level
  Experience Needed
  1st
  0
  2nd
  2000
  3rd
  4000
  4th
  8000
  5th
  16000
  6th
  32000
  7th
  64000
  8th
  128000
  9th
  256000
  10th
  512000
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/SimpleDnD/SimpleDnD - Full Rules.pdf