Equipment defines character roles.
Characters are changed by in-world advancement and collecting equipment.
Saves cover uncertain situations and risky actions. Roll d20 equal or under for success. 1 is always success, 20 is always failure.
Treasure is valuable, bulky, and worth only for it wealth and prestige.
Relics are interesting equipment. Have limited use but do not cause Fatigue. Can have a Recharge condition.
Attributes Strength, Dexterity, and Willpower describe how risky it is for a character to do something. Low STR doesn't mean weak, just they have risk doing strength related tasks.
Damage outside of combat affects attributes. Traps. Takes a week's rest with a healer.
STR reaches 0 is death. DEX reaches 0 is paralysis. WIL reaches 0 is delirious. DEX and WIL loss makes them unable to act until extended rest.
Hit Protection (HP) is for avoiding damage in combat, not health. Resting for a few moments restores HP.
Damage subtracts Armor value. Max of 3 Armor.
Total of 10 inventory slots, of which 4 or 5 are carried and remainder are from bags, backpacks, horses, carts, etc. Filling all 10 reduces HP to 0 (so direct attribute damage)
Items take 1 slot, petty take none, bulky take two. Bags of coins worth less than 100gp is petty.
Fatigue takes one slot and lasts until PC rests (e.g. full night rest in safe area). Can force PCs to drop items if there is no room.
Spellbooks have one spell and take one slot. Cannot be transcribed or created. Casting a spell adds a Fatigue. Casting in danger (combat) can require a WIL save to avoid ill-effects related to the spell.
Combat rounds are 10 seconds, PCs declare first then opponent but actions occur simultaneously. Can move up to 40ft and take one action (e.g. spell, attack, move again, something else). Saves may be called for risky actions.
Surprise. First found of combat each PC must roll DEX save to act.
Attacks roll weapon die and subtract armor, remainder is damage to HP. Automatic hit. Multiple attackers targeting same foe roll all dice and take single highest result. Attacking with two weapons at once keep single highest roll.
Impaired attacks (fighting from position of weakness) are always 1d4. Enhanced attacks (fighting from position of advantage) do 1d12.
Damage exactly to 0 causes a Scar. https://cairnrpg.com/barebones/rules/barebones-core-rules/
Damage past 0 reduce STR and require STR save. On failure they suffer Critical Damage and are out of the fight (can only crawl weakly, etc) until stabilized. Will die within hour without aid.
Ranged attacks can target enemies near enough to see whites of their eyes.
Running away takes a DEX save and a safe destination.
Morale. Enemies make WIL save or flee when: 1st casualty or lose half their number.
Dungeon Turn. Move distance of 40ft ish and perform one action. Or as their action move 120ft risking a roll on Dungeon Events.
Hazard dice for each dungeon turn.
Torches last until put out. Torch can be re-lit (usages) three times. Lantern can be relit six times.
Day has three watches (morning, afternoon, night).