RPG System Guide

Symbaroum: Dice & Strategy Guide

Venture into the haunted forest of Davokar, where treasure and ruin lie tangled together. Symbaroum runs on a single d20 rolled under your attributes — and on magic that slowly, seductively corrupts.

Symbaroum, published by Free League, is a dark fantasy of ruined empires and a forest that does not want to be explored. Mechanically it is strikingly clean: almost everything is decided by one twenty-sided die. But two design choices — rolling under your attributes and letting the players roll everything — give it a distinctive feel, and the ever-creeping threat of Corruption gives its magic real weight.

The dice and the core mechanic

Every character has a set of attributes, each rated with a number. To resolve an action you roll a d20 and try to score equal to or under the relevant attribute’s value. A high attribute is therefore good — it gives you a wider band of the die that counts as success. This is a roll-under system, the opposite of the roll-high d20 games many players know, so it pays to remember that here you want a low number on the die.

Difficulty is handled by modifiers to the attribute rather than a separate target number. A tricky task lowers your effective attribute (shrinking the range you can roll under); favourable conditions raise it. There is no long chain of arithmetic — just your attribute, any modifier, and one honest d20.

The players roll everything

Symbaroum’s signature is that the players make all the rolls — the Game Master’s creatures rarely touch the dice. In combat this shows up most clearly: when you attack, you roll to hit (under your attack attribute); and when an enemy attacks you, you roll to defend (under your Defence). Instead of the GM rolling to strike you, you roll to avoid being struck. Every meaningful moment of danger passes through the players’ own hands.

This keeps the table’s attention on the players and their choices, and it means your fate is always in your own dice. It also subtly shifts the maths of combat — you are as responsible for your survival (through Defence rolls) as for your offence, so both sides of the fight live on your character sheet.

Corruption — the price of power

Magic in Symbaroum is potent and dangerous. Casting spells and wielding mystical powers generates Corruption, a taint that accumulates on the caster. A modest amount of temporary Corruption washes off with rest, but push too hard — too many spells, too quickly — and it hardens into permanent Corruption. Let that climb high enough and a character risks being consumed, twisted into something monstrous. The forest itself is steeped in this rot, so adventurers face Corruption from the world as well as from their own spellcasting.

The effect is a constant, tempting tension: magic can solve almost any problem, but every casting nudges you toward damnation. Symbaroum makes you feel the cost of power in a way few systems manage.

How a roll resolves

To make a roll: identify the attribute involved, apply any modifier the situation calls for, and roll a d20. Score equal to or under the modified attribute and you succeed; roll higher and you fail. In a fight, you roll to hit on your turn and roll to defend when attacked, so the dice keep coming back to you. When you cast, resolve the spell and then take on the Corruption it inflicts, tracking how close you drift toward the permanent kind.

Effective strategy

  • Play to your strong attributes. Since you roll under them, your highest attributes are your reliable tools. Steer challenges toward what your character is genuinely good at.
  • Value Defence, not just attack. Because you roll your own defence, a solid Defence attribute is your armour against a flurry of enemy blows. Don’t neglect it for pure offence.
  • Ration your magic. Every spell courts Corruption. Treat mystical power as a scarce, precious resource for the moments that need it, and rest to shed temporary Corruption before it sets.
  • Stack the modifiers in your favour. Preparation, position and the right tools raise your effective attribute. Engineer easy rolls rather than gambling on hard ones.
  • Explore Davokar carefully. The forest rewards the bold and buries the reckless. Weigh the lure of ancient treasure against the Corruption and danger that guard it.

Beginner tips and common mistakes

  • Low is good. The biggest adjustment for new players: you want to roll under your attribute, so a small number on the d20 is a success.
  • You roll your own defence. Don’t wait for the GM to roll against you — when you are attacked, pick up the die and roll to avoid the hit.
  • Corruption is cumulative. A little is fine; too much, too fast, becomes permanent. Track it honestly and pace your spellcasting.
  • Difficulty tweaks the attribute. There’s no separate target number to beat — hard tasks simply lower the value you must roll under.
  • Not every mystic is safe. Powerful casters live one bad session from ruin. Build and play them with the cost of Corruption in mind.

No dice at the table? Dice Drop rolls real physics dice in your browser — pools, step dice and modifiers built in.

🎲 Roll dice free

Craving more grim fantasy from Free League? Read our Forbidden Lands dice & strategy guide, or roll a single d20 in Dice Drop.