Dozens and Dragons

DERPS: Dozens’s Excellent Role-Playing System

it’s just TWERPS but slightly rewritten and clarified by me

2025-10-13

CONTENTS

  1. ABOUT
  2. WELCOME
  3. CHARACTER CREATION
  4. THE COMBAT SYSTEM
  5. HOW TO DO EVERYTHING
  6. ADVENTURES

ABOUT

What follows is more or less the verbatim text of TWERPS: The World’s Easiest Role-Playing System by Jeff and ’Manda Dee, 1987. I did just a little bit of reorganizing, and made a couple of tweaks and adjustments for clarity.

WELCOME

Welcome to DERPS, Dozens’s Excellent Role-Playing System.

To play, you will need:

Now go start playing.

CHARACTER CREATION

STRENGTH

Every DERPS character has a single attribute, and that is their Strength1. To determine a character’s beginning Strength, roll d10 and consult the table below.

Character Creation
DIE ROLL CHARACTER STRENGTH
1 3
2-3 4
4-7 5
8-9 6
10 7

Naturally, the higher the Strength, the more powerful the character is, and the better they are at doing stuff.

THE COMBAT SYSTEM

TIME AND DISTANCE SCALE

The game is played on a hexagonal grid. 1 space represents a distance of 10 feet; one round of combat represents 10 seconds. To fight within melee range, the combatants must be together in the same hex. Up to four characters may be in a single hex at the same time. Only two allied characters may be in a single hex at one time.

MOVEMENT

Characters move in order of their current Strength scores, from lowest to highest. Each character can move up to as many spaces as they have Strength points at present. If a character runs, they may do nothing else in the turn, but they may move twice their normal movement (see Other Actions).

ORDER OF MOVEMENT AND ATTACK

When comparing current Strengths to find the order in which characters go, on a tie, player-characters always take priority. If multiple players are tied, or multiple NPCs, they may decide among themselves who goes first.

MOVEMENT RESTRICTIONS

A character must stop upon entering a hex containing a hostile opponent. When in such a hex, the character cannot leave unless they have scored a hit on their opponent in the previous round without being hit by him. If this is the case, the character may retreat 1 normal move at a cost of their action for the turn (see Other Actions).

During each round, a character may move once, and act once. A character with Strength 9 who acts on turn 9 but is wounded on turn 8 for 2 points (reducing their Strength to 7) does not get to go again on turn 7. However, wounds do apply if the character hasn’t gone yet; if the 9-point character is wounded for 2 points on turn 10, then their current Strength becomes 7, and they must now wait until turn 7 to act.

COMBAT

Characters attack in the order opposite of movement, from highest current Strength to lowest. To resolve an attack, the attacker and defender each roll a die and total their results with their current Strengths. If the attacker’s total exceeds the defender’s, then the attack hits and the defender takes damage (see Damage).

OTHER ACTIONS

Characters can do other things besides fighting, of course: picking pockets, manipulating machinery or items, casting spells, sneaking, running, etc. But they must do so in place of attacking in their turn.

Success in non-combat activities is covered under “How To Do Everything”.

DAMAGE

When a character takes damage, it reduces their current Strength. When current Strength is one (1), the character is rendered unconscious and will not wake up until the end of the fight, or until another character uses their turn to awaken him. When current Strength is zero (0), the character dies.

WEAPONS

Characters may use weapons in combat. Using a weapon may modify a character’s chances of hitting or allow more damage to be inflicted.

Sample Weapon Statistics
Weapon Plus to hit Damage
Bare Hands 0 1
Dagger 0 2
Sword 1 2
Club 1 1
2-hand Sword 2 2

Missile Weapons are weapons that can strike from a distance.

Sample Missile Weapons
Weapon Plus to Hit Damage Range (Hexes)
Rock -1 1 3
Dagger 0 2 4
Bow 1 2 7
Pistol 0 2 5
Rifle 1 3 10

No missile weapon may be fired at an opponent in the attacker’s own hex. There is a Range Modifier to missile attacks: range in hexes/3 (round down) is subtracted from the roll to hit. For example, firing a bow 4 hexes is within its 7 hex range, and is possible. But it will incur a 4/3 (-1, rounded down) Range Modifier. The final roll to hit would be d10 + Strength - 1.

ARMOR

Armor protects characters from being hurt. Its value is added to the defensive roll during combat.

Sample Armor Statistics
Armor Plus to defensive Strength
Leather 1
Chainmail 2
Plate Mail 3

For example, if a character is wearing chainmail, they would roll d10 + Strength + 2 to resist being hit in combat.

MULTIPLE CHARACTERS IN MELEE

An attacker may only engage one opponent at a time, and only that one opponent is subject to Movement Restrictions.

HEALING

After combat, any characters wo are still alive may restore their Strength scores to their original values.

HOW TO DO EVERYTHING

When characters try to do anything too difficult to be a sure thing, they must make a Saving Throw. A Saving Throw is just like a roll to hit, except that the defender is not another character, but rather a “Difficulty Level” from 1 to 10 set by the Referee2. If the character’s total beats the Difficulty total, then the character is successful.

Sample Difficulty Levels
Difficulty Target Number
Easy 3
Medium 5
Hard 7
Very Hard 10

ADVENTURES

Players go on adventures. The Referee either makes it up on their own or uses a pre-packaged one.

NPCs are run by the Referee. They determine their identities, Strengths, and behavior. Random Strengths can be rolled on d10.

VICTORY AND ADVANCEMENT

After a battle, each surviving character on the winning side gets 1 Victory Point (VP). VPs can be traded in for a Strength increase. The cost for a Strength increase of +1 is the present Strength in VP. For example, to increase Strength from 6 to 7, a player must spend 6 VP.


  1. Initially, I changed Strength to “Power” because while Strength should in theory be a perfectly fine word to refer to all kinds of physical, mental, and spiritual fortitude, in reality the ttrpg lingua franca of our day provides a very specific and limited definition of the attribute. But then I said, “Fuck it, it’s fine,” and changed it back.↩︎

  2. The original text provides no guidance on difficulty levels, so the Sample Difficulty Levels table is just numbers that I made up. Furthermore, the text is a little ambiguous about whether the Difficulty Level is a flat target number, in which case the table can be used as-is, or whether the Difficulty Level is to be treated as a Strength level. That is, whether the Referee should roll d10 and add the Difficulty Level. In which case, a Difficulty Level of 5 would be extemely difficult instead of a “Medium” challenge. (In which case, I would consider a DL of 1 or 2 a Medium challenge.)

    Evidence in favor of this being the indended case includes the phrasing of “A Saving Throw is just like a roll to hit, except that the defender is not another character …” and also the presence of a “Difficulty total” that seems separate from the Difficulty Level.”

    This makes Saving Throws very unpredictable. So you will have to decide: do you want to handle Saving Throws as written and intended, and have success be largely random? Or do you want to have your players save against a static target number and give your players a better and more predictable chance of success?↩︎