Characters are skill based, and initially fairly generic. A starting character in this game is almost just a blank sheet. Characters start at level one generally with one ability or skill bonus. All other skills and attributes are assumed to be typical. Occasionally a character will start with a balanced mix of bonuses and disadvantages. As characters advance, they get additional bonuses and develop skills and abilities.
Experience is earned for completing quests, overcoming challenges, and accomplishing certain goals. Experience points are gained and recorded to determine character advancement: Level 2: 3 exp, level 3: 7 exp, 4: 12 exp, 5: 18 exp, 6: 25 exp, 7: 33 exp, 8: 42 exp, 9: 52 exp, 10: 63 exp, 11: 75 exp
Combat is resolved by a roll of two six sided dice. The attacker's Offensive Bonus (OB) is added and the target's Defensive Bonus (DB) is subtracted. A total result of 7 or more will deal damage to the target, with higher results dealing greater damage. A difference in the reach of the attacker's and target's weapons may modify the roll, as might other conditions.
OB is typically the sum of the attacker's relevant skill and attribute bonuses, plus the OB of the weapon being used. Other modifiers include: +1 for having higher ground, +2 for attacking from the flank or from behind, +2 if target is unaware, -2 in poor lighting.
DB is typically the sum of the target's relevant skill and attribute bonuses, bonuses from armor, and the DB value of one equipped item. An equipped weapon can only be used to defend against one melee attack in a turn. Shield DB can be used against multiple attacks from melee or ranged weapons.
Skill and Attribute checks for most actions (other than combat) are accomplished with a single die roll. Easy tasks are successful on a 4+, Challenging tasks on a 5+, and Difficult tasks on a 6+ or more. The roll is modified by the character's appropriate bonuses, and by any opposing effects. Character or monster level is sometimes used as a modifier or as the target number for success.
Initiative between characters, when necessary (i.e. 2 players both decide they want to grab the same item) is typically resolved by allowing the player who responded first to have their character act first.
Healing is popular, because characters get hurt in the dungeon. There are potions (the green ones!) and some other magical ways for a character to heal, but natural healing can only happen by getting back to town to rest for 1 turn for each hit point healed. Hit Points (a measure of a character's health) are fairly low, and do not automatically increase when a character advances. This keeps a raw, gritty, and dangerous feel to combat in the game. A higher level character's skills and equipment are what keeps them from loosing the few hit points they have.