As a GM your goal is not to beat the players, merely to challenge them, so we don't need to be as fair or balanced, as an actual skirmish game, just get the mood and feel right! Fly by the seat of your pants in tricky situations, feel free to be extremely creative and breathe life into your galaxy. This is about having a fun time and a decent challenge. Don't get too bogged down in the rules. If any players tried to Lawyer the laws at you to gain an unintended advantage, simply remind them that RPG rules don't exactly follow skirmish rules, as the GM you can give the enemy forces automatic priority or bonuses or disadvantages on rolls. Why? because you are telling a story, not winning a game!
In Wonders of Dwethia, it isn't about being handed a list of hundreds of pre-made archetypes and monsters in some giant manual. This section will give you a baseline for creating profiles for weak to epic encounters, and from there is is up to the GM to fil this galaxy with his imagination!
When creating NPCs the first task is to ask yourself what is the feel of this NPC, is he a fellow soldier? a civilian merchant? a frail diplomat? I will provide a civilian profile to get you started for quick and easy reference, but GMs should feel free read through the various characteristic profiles below and use them as a loose guideline.
All these stats are low, but it is worth noting you can make the NPC even weaker by adding rules such as "Rolls two dice for Martial checks and chooses the lower". or perhaps dropping certain Stats to zero, however if aggression is zero that means the NPC would roll zero dice if they win a fight. Zero wounds also means they are already dead.
These are the lowest stats one could have and still be considered fit for duty. This base profile could be a security guard, or a police officer. Adding equipment for the wargear section can alter the points and stats further.
There is a basic rule of thumb when it comes to altering NPC stats:
Adjusting any stat for a Basic Unit costs 1 point per adjustment.
Adjusting Stats for Heroes costs 5 points per adjustment.
This is true whether this adjustment is a straight up stat bump or whether it comes from a piece of wargear.
When creating an NPC refer to this list below for a guideline on how to set each stat with the right level in mind, as always this is a guideline and GMs can feel free to go with whatever feels right to them.
0. No fighting ability whatsoever, perhaps a child or a cripple.
Wild flailing, a drunken brawler
A healthy being doing their best.
Basic military training
Elite training
A legendary fighter
0. someone who is blind.
6. Throwing randomly
5. No talent but doing their best
4. Talented
3. A marksman
2. A Legendary Marksman
0. random scratching or clawing
An average being
An athletic being
A bodybuilder
An augmented or enhanced individual
A truly monstrous might, perhaps even a monster
6+ Monsters or mechanized or legendary creatures.
0. Helpless no ability to defend themselves
An average being
An athletic being who can avoid basic attacks
Someone trained in self-defense
Armor or enhanced physical defenses
Heavy Armor
6+ Monsters or mechanized or legendary creatures.
0. A pacifist or helpless creature, cannot harm anyone.
An average being
An aggressive or savage attacker
Someone trained in legendary combat skills, a martial arts master.
A legendary warrior
5+ Monsters or mechanized or legendary creatures.
0. Dead. Not even undead. just dead.
An average being
A being with fate on their side or perhaps extra organs.
A hero with destiny on their side! Why won't they die?
4+ Monsters or mechanized or legendary creatures.
0. No Ability to work with other.
A soldier who values companions
an elite solder who knows how to operate in a phalanx
Truly Legendary tacticians.
0. Destiny has no plans for them.
A hero whom might just be lucky.
A being with fate on their side.
A hero with destiny on their side! Why won't they die?
4+ legendary heroes or creatures.
0. Does not consider faith a large impact on their life.
Someone who prays daily or have rituals important to their belief
Lay clergy, or a budding priest, perhaps simple a true believer in a cause
3+ A truly holy or devout individual
0. No Connection to Affinity.
Affinity might be in their blood or they are just starting to touch the power.
a layman or slightly trained individual
3-5 An valued and talented apprentice
6+ a truly talented magician in their own right
When creating monsters, consider their size and strength. Treat them like a hero when it comes to adjusting their stats and point limit on encounters (more on that below). With monsters you might even want to play with special rules, a GM can feel free to create their own but consider giving them a few abilities as follows:
The ability to cause spell like effects, but without actually being magic. Perhaps they are a Cosmic horror that can freeze adventurers in their tracks from sheer shock or horror. Or maybe their presence simply evokes such terror that the heroes don't perform as well. Use the rules for the spells Root or Terror.
Remember that as a GM your goal is not to beat the players, merely to challenge them, so we don't need to be as fair or balanced, as an actual skirmish game, just get the mood and feel right!
When designing a combat encounter, the point limit is a tool to help the GM challenge players appropriately. By using the point system already established, the GM calculates the total points of the enemies and any environmental factors. Once the encounter is designed, the GM communicates the Combat Level to the players.
The Combat Level determines the difficulty of the encounter and whether players receive bonuses to improve their odds of success.
Players receive no additional bonuses for the encounter.
This occurs when the total enemy points match the players' total points.
This results in a balanced skirmish, where victory depends entirely on player tactics, strategy, and luck.
Example:
The players' total character points: 50
The enemy force total: 50
The fight is evenly matched, and players have a 50% chance of success.
If the GM wants to increase the players' chance of survival, they can introduce extra wounds or healing items to balance the challenge.
Combat Level 1+: Players receive +1 wound per unit to increase survivability.
Combat Level 2+: Players receive +2 wounds per unit, making them more resilient.
The GM can continue scaling as needed, based on the intended difficulty and the long-term pacing of the campaign.
Example:
The players' total character points: 50
The enemy force total: 50
The GM wants the players to succeed more often to keep the campaign moving, so he assigns Combat Level 1, meaning each player gains an extra wound.
Alternative Bonuses
Instead of adding wounds, the GM can introduce:
Healing items such as "Stim Packs," "Med Kits," or "Healing Potions" that players can use during or after combat.
Tactical advantages like higher ground, environmental hazards that harm the enemy, or allies assisting the players.
The balance of player points vs. enemy points helps determine win probability.
Even points (1:1 ratio) → 50% chance of success
Players have +25% more points → 75% chance of success
Players have double the points → Nearly 100% chance of success
If players are at 50 points and enemies are at 50 points, the chance of victory is 50%.
If the GM adds reinforcements to the enemy, increasing their total points to 75, the players now have only a 25% chance of success.
To compensate, the GM could raise the Combat Level, add healing items, or introduce environmental advantages to keep the fight fair but challenging.
Do not rely solely on numbers—narrative, tactics, and environmental factors should also shape the encounter.
Use Combat Levels strategically to keep fights engaging and rewarding.
Balance difficulty based on campaign goals—if the goal is attrition and endurance, make healing limited. If the goal is heroic adventure, allow more healing options.
Communicate Combat Levels clearly so players understand the difficulty and can strategize accordingly.
This structure gives GMs flexibility while maintaining a consistent framework for balancing encounters.
Challenges in a game world should go beyond combat. Players should face obstacles that test their awareness, reasoning, and adaptability. These challenges can take many forms, such as:
Dialogue challenges – Convincing an NPC, detecting lies, or interpreting cryptic messages.
Environmental hazards – Navigating rough terrain, unstable structures, or dangerous weather conditions.
Hidden threats – Spotting hidden enemies, detecting magical anomalies, or noticing subtle clues in the environment.
Perception is the key skill that determines whether a player notices something before it becomes a problem.
Players make a Perception Check by following the same rules used in the shooting phase:
The Perception value determines the minimum dice roll required for success.
A player with Perception 4 needs to roll 4, 5, or 6 to succeed.
A player with Perception 5 needs to roll 5 or 6, and so on.
A successful Perception Check allows the player to notice something—but recognizing a threat and fully understanding it are two different things.
For example, if the check succeeds:
The player spots movement in the bushes but may not know if it's an animal or an ambush.
They see an odd pattern on the floor but don’t immediately realize it’s a pressure plate.
They smell something strange in the air but can’t pinpoint the source without further investigation.
Once a player notices something with a Perception Check, they may need to make a second check to understand what they’re seeing. This can be a Stealth Check (to reveal a hidden enemy), an Investigation Check (to study a strange object), or a Knowledge Check (to recall relevant information).
2+ – The object is out in the open but slightly disguised or obscured (e.g., a pit in a dark room).
3+ – The object is hidden but has an obvious clue (e.g., a tripwire visible to a cautious observer).
4+ – The object is cleverly concealed, requiring a sharp eye to detect (e.g., a well-camouflaged enemy).
5+ – The object is extremely well-hidden, requiring expertise or luck to spot (e.g., an assassin blending into the shadows).
6+ – Only pure luck or fate can reveal the object (e.g., a trap hidden with magical illusions).
This same system can be used for various hidden dangers, such as:
Detecting an ambush – Noticing footprints, hearing whispered commands, or spotting movement.
Spotting a stealthy creature – Observing unnatural disturbances, hearing soft breathing, or feeling an unnatural chill.
Identifying magical effects – Sensing an aura of energy, seeing small distortions in the air, or noticing objects behaving strangely.
Navigating dangerous environments – Finding safe footing on unstable terrain, avoiding toxic gases, or recognizing structural weaknesses.
By integrating Perception into the game, players are encouraged to stay alert, interact with the world, and think critically about their surroundings.
In Dwethia, diplomacy is not about charm or guile—it is shaped by war, survival, and alliances. Words are only as valuable as the loyalty behind them or the resources exchanged. Persuasion relies on strength, trust, and bargaining rather than charisma alone.
Because Dwethia’s system is based on skirmish profiles, dialogue interactions follow the same d6-based resolution as other mechanics, ensuring a streamlined experience.
When a player attempts to convince someone of something—whether to gain information, secure supplies, or broker a deal—they must roll a Dialogue Check on a d6. The difficulty is based on the target’s attitude and the nature of the request:
2+ – The person loves you or the request is very easy (e.g., asking an ally for minor assistance).
3+ – The person likes you, or the request is simple (e.g., getting help from a neutral townsperson).
4+ – The person is open but unfamiliar with you, or the request is uncertain (e.g., asking a cautious trader for credit).
5+ – The person distrusts you, or the request is significant (e.g., requesting a guard to look the other way).
6+ – The person deeply distrusts you, or the request is extreme (e.g., convincing an enemy to spare your life).
The GM may apply bonuses or penalties based on contextual factors:
Enemy faction? -2 to the roll.
Offering gold or valuables? +1 to the roll.
Leveraging past loyalty? +1 to the roll.
Previously betrayed this faction? -2 to the roll.
These modifications ensure negotiation is more than a simple die roll—players must consider the history, stakes, and resources at play.
Not all negotiations are peaceful. A warrior’s presence can be as persuasive as any diplomat’s words.
The GM can allow players to roll opposed Martial Checks (as in combat) to intimidate their target. However, instead of inflicting wounds, a successful check forces compliance with the player's request.
If the player’s Martial Check beats the target's, the target reluctantly agrees.
If the target wins or ties, they resist—perhaps escalating the situation.
Using Integrity Instead of Fear
If the target is an ally or a faction with shared values, the player may add their Integrity bonus instead of making it a threat. This represents an aggressive discussion rather than outright intimidation.
This system allows force and loyalty to be as effective as wealth and words, ensuring that dialogue remains a dynamic part of the game—one where relationships, reputation, and strength all matter.
The world needs to be filled with many items outside of the wargear section. Their cost varies based on the environment of the galaxy, are items scarce? Is a war limiting supplies? are they in a benevolent part of the galaxy? It's up to the GM to determine what is available to the players and how much it costs. There are no set rules. See the Goods and Services and Wargear page for a list of items to inspire GMs, also encourage players to ask for what they might be interested in so the GM can create fitting items on the fly, as long as it doesn't adjust their combat stats or add special rules to combat it shouldn't imbalance the game.
It is up to the GM when he wants to advance the story for his players through character advancement. When a GM is ready he can award points for players to spend on their characters for stat or wargear upgrades. Take care to make sure they update their point section on their profile accordingly. When it is time for players to upgrade, they must follow the rules as outlined on the character advancement page.
When a GM wants to reward players for their journeys without adjusting the combat balance, the GM can reward them with non combat rewards in the form of currency or items from the good and services page. They can also provide narrative rewards in the form of alliances or quest progression.