Math Monsters Magic is a tabletop fantasy roleplaying game I designed to get students very engaged with developing detailed characters, rich stories, and of course, make inspired art that they are excited about. They must also add and subtract numbers under 15 each turn of the game. I have made shared documents to share these cooperative stories in text.
Math * Monsters * Magic is a tabletop roleplaying game (RPG) that uses math and group storytelling to imagine fantasy characters interacting with monsters and non-player characters. It is made for classroom use.
Fight monsters with magic only and cause enemies to faint when they reach zero health points, same for players if all health points are lost.
No weapons, no blood, no physical damage, no killing, no dying, no graphic descriptions of injuries, and no attacking other players.
On the character sheet, fill out:
NAME with your name and class code
CHARACTER NAME with what you named your fantasy character, something other than your name
TYPE with a short description of your fantasy character
Examples: superhero, dog-man, elf, fairy, human, pokemon, triton
SPELL with a short description of the one type of magic you plan to use. Examples: ice, fire, earth, lightning, water, leaf, toxic, rainbow, psychic, thunder, light, darkness, music, nature, space, star
Assign the following numbers to your choice of skill bonuses:
-2, -1, 0, 1, 2 into the boxes above MAGIC, TALK, SENSE, SNEAK, JUMP
Steps to play
Divide into groups randomly and choose group leaders. If there is any problem with deciding on one, the first player to go is the leader.
Each player rolls two 6-sided dice (2d6) for the turn order, player with highest roll goes first, next highest is next, lowest is last.
Take turns telling a background story about your fantasy character, then tell stories about what your character is doing.
After proposing what you would like to do to the leaders, decide what kind of skill check to make. Take the sum of the roll of 2d6 and add your skill bonus and determine if the action was perfect, successful, or a failure of that action.
Leader has the final say in what activities the group engages in and leads the story to an encounter with a monster with the help of the game master.
Take health points away when you are attacked successfully, take away magic points if you cast a spell. If you get to zero, a friend can use his action to assist you instead of making a skill check roll.
Roll 2d6 and add skill bonus to sum to perform an action
0 to 6 = Fail Action
7 to 9 = Did it, but Not Perfect
10 to 14 = Nailed it
Examples of actions:
Cast a spell using the MAGIC skill, check a magic item’s abilities, or heal an ally (costs one magic point for each MAGIC skill check).
Communicate using the TALK skill, persuade other non-player characters. (NPC) or monsters to join your team, convince them to do things you want.
Perceive using the SENSE skill, check your surroundings, feel danger.
Avoid detection with the SNEAK skill, hide, or suprise a monster.
Dodge attacks using the JUMP skill, run away, avoid danger.
When casting a spell with magic to attack a monster:
10 to 14 = Monster loses a whole health point
7 to 9 = Monster loses half a health point
0 to 6 = Monster does not lose health points or fantasy character misses
When talking with a monster, animal, or NPC:
10 to 14 - Succeed Flawlessly, Convince them to join your side.
7 to 9 - Partially succeed, they are friendly.
0 to 6 - Fail attempt, they are angry or hostile.
When using a sense to perceive surroundings:
10 to 14 = Sense Danger or Weak spots
7 to 9 = Recieve description
0 to 6 = See nothing or distracted
When sneaking to hide:
10 to 14 = Character moves unseen or undetected up to 30 feet.
7 to 9 = Character moves somewhat hidden up to 15 feet.
0 to 6 = Character has been caught.
When jumping to dodge, climb, or balance:
10 to 14 = Move with ease to the location of your choice within 30 ft.
7 to 9 = Move to a location of your choice up to 15 feet.
0 to 6 = Do not move, fall or miss your step.