
HEX is a classless d6 dice-pool role-playing system built for referee-led play, concrete consequences, and worlds that are not calibrated to the player characters. The rules establish procedures for play while leaving situations not covered by a specific procedure to the Game Master's adjudication.
The HEX system is setting-agnostic and can support different worlds, eras, and genres. This version of the rulebook is Veyrath-specific and contains material for species, technology, calendar, equipment, and other setting details.
These rules are a work in progress!
HEX uses a referee-first structure. The rules establish procedures and consequences rather than exhaustive permissions. The Game Master adjudicates the fiction, the world behaves according to its own conditions, and danger is not scaled to the player characters. Players solve problems by engaging with the situation rather than limiting themselves to actions explicitly listed on the character sheet.
HEX resolves uncertain actions with d6 dice pools rather than a single flat die. Larger pools increase reliability while preserving variation, and counted successes produce a Margin of Success. Environment, equipment, preparation, and ingenuity can modify the same resolution procedure when they materially affect the action.
HEX is classless. A character's capabilities are represented by Attributes, Skills, Specialties, Knowledge Areas, Backgrounds, equipment, and experience rather than by a predefined character class.
HEX does not use levels. The Game Master awards Advancements at meaningful milestones, and Advancements are applied to specific capabilities rather than to a single overall character level.
HEX assumes referee judgment, player agency, meaningful risk, and a world that operates on its own terms. Apply the rules in support of those principles.