A couple of weeks ago I posted about the best D&D edition that isn’t a D&D edition. I know THAT game sucks all the air out of the room, but YAG D&D (Young Adventurer’s Guide) has wormed its way into my psyche.
I set out some initial rules for YAG but I wanted to spend some time here revising them as I wasn’t totally happy with the initial draft.
It needs to be super simple, leaning on the YAG library for fiction-based specifics. For me the d20 isn’t a great die, sorry. D6 supremacy and all that.
HOW TO PLAY
Checks: Simply roll a d6. A 4+ is usually a success. 5+ if more difficult or 3+ if easier. Failure may mean you achieve the thing but with a complication.
Critical Success: A 6 means you do something incredibly well.
Advantage: If your class/ species / background would be good at something roll 2d6 and take the highest die. For instance a Fighter would be good at kicking down doors. A Ranger would be good at tracking.
Disadvantage: if your class/species/ background wouldn’t be good at something roll 2d6 and take the lowest.
Don’t have the answer? Just roll a d6. 1-3 it’s a no, 4-6 is a yes.

COMBAT
Turns & Actions: Heroes act first unless surprised. They take it in turns to take an action. Assume they’re moving around and trying to avoid enemies. An action could be casting a spell, striking with a sword, shooting an arrow, opening a door etc.
Attacks: With a weapon roll a d6 and add your character level. The DM rolls a d6 and adds the monster danger level. If you get equal to above the monster’s total you hit them. Well done! Deal 1 damage by reducing their danger level by 1. This means a monster gets weaker the more damage you do. If you’re not using a weapon make the attack with disadvantage.
When a monster attacks the DM rolls a d6 and adds the monster’s danger rating and the character rolls a d6, adding their level. If the DM’s roll is equal or higher than the character, the character loses 1 hit point.
Epic monsters: these are more difficult than most monsters. They count as danger level 5 but get as many actions as there are players. That means against three characters an epic monster gets 3 attacks.
Monsters will 1/3 danger level: some monsters have a fraction as their danger. They don’t add their danger rating to their attack roll.
Hit points: Characters have 5 hit points at 1st level, increasing by 1 each level. For example, a 5th level character will have 10 hit points.
Regaining hit points: You can take a number of short rests per day equal to your level. Regain hit points equal to your level. By sleeping the night you regain all hit points.
Out of Action: When a monster reaches 0 danger rating they’re no longer a threat. They run away, try to parlay, get knocked out etc. This is YAG so no violent deaths.
When a character reaches 0 hit points they fall unconscious and are very likely taken prisoner.
Critical success: If a character rolls a 6 they deal 2 damage instead of 1.
SPELLS
Casting spells: choose a spell you know and make a check. On a success you cast the spell. On a failure you still cast the spell but you are unable to use it until you’ve had a good night’s sleep.
Spell levels: spells go from cantrip to 9th level. 1st level casters can use cantrips and 1st level. 2nd level can use 2nd/3rd. 3rd level can use 4th/5th. 4th level can use 6th/7th. 5th level can use 8th/9th.

CREATING A CHARACTER
Species/Race: Choose one from the relevant YAG book and note down what it’s good at.
Class: Choose one from the relevant YAG book, following the rules for making that character as outlined in the book. Note down anything they’re good at and any abilities they gain.
Starting spells: The YAG generally tells you how many spells to start with. If it doesn’t, begin with 3 that match the class.
Choose a background: Choose one and note what they’re good at.
Name and describe your character based on all the above.
Start with 3d6 x 10 gold pieces amd buy some starting equipment. The DM usually determines the item’s value if not present in the YAG.
CHARACTER ADVANCEMENT
After each adventure roll a D6 once for all characters. If it’s above their current level they increase by one level up. The maximum level is 5.
When you level up, increase your hit points by 1. Spellcasters gain a new spell based on the level they can cast and their class.