This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Simple System

Started by Jad, March 02, 2012, 04:16:36 AM

Previous topic - Next topic

Jad

Howdy, this is my first post on this site.

My system is generic enough to use in multiple genre. I have used it for historical role playing and fantasy role playing. I have successfully used it to run a RPG based on the historical War of the Roses, 15th century England, with court intrigue and battles. Right now, I'm running a game based on the Amber Chronicles.

I'm just putting this out there to get some outside opinions on it.

There are only five abilities: combat, leadership, endurance, will, and magic/charisma. The abilities are a range between 0 and 10 and are based on two six sided dice. To use your abilities you need to roll your ability or less on 2d6. If you are using your skill against another character, both roll a d6 and add it to the right ablity.

Combat is used in personal combat encounters. This skill is almost always used against another character. Numbers and situations modify, example, a PC with combat 8 is being attacked two by two NPC with combat 6. The PC has a plus 2 on the first NPC, but an even roll against the second NPC becaue of the 2 to 1 modifier of +2. The dice difference is the amount of wounds inflicted.

Leadership is the characters ability to lead armies. When in a battle, a character rolls a d6, adds it to his leadership and compares it to the other sides leader. This roll is modified by a comparison of army/navy units and other situations. Yes, the PC's have to spend in game time raising armies, but this is usually handled behind the scenes administratively.

Endurance is basically the characters hit points but can be used as a skill in the right circumstances.

Will is the generic saving throw ability.

Magic/charisma- for fantasy games like the Amber game now under way, it's magic. For Amber, it represents the characters ability to manipulate shadow. In the War of the Roses game the character's charisma was used to build a faction. the War of the Roses was more a strategic role-playing game as the players were trying to score victory points by becoming or being the King or controlling the King or controlling five major political offices. Characters used charisma to influence the shires. The shires in turn gave points toward certain offices. the King's Court, role-played, decided who in fact got control of the different shires. THe King's council decided, role-played, who in fact got control of the offices and the victory points. Players could also raise armies and fight battles. The only way to get control of or become the King was through battle.

The Amber game takes place just after the Patternfall War. Random is still quite new to the throne and things are happening. A indestructable trump of Brand was dicovered in the shadow of Kashfa and Begma for those who know the Amber Chronicles. Brand also left behind another thorn in the side of Amber. It's call the Church of the Nameless God. Three guesses on who the Nameless God is? For those who don't know, Brand was the big bad in the Patternfall War and ended up badly wounded and in the Abyss. Can anybody be rescued from the Abyss? This indestructable trump of Brand's just might be able to do it says Prince Bleys of Amber and Lady Dara of Chaos who independently examined the trump. The Church of the Nameless captures the trump by force and disappear into a portal to another shadow with it. The Church wants to rescue Brand, but it needs the trump and find the Great Prophet who will show them how to use the trump.

This game is ongoing but there are three good roles still open, sorry, shameless plug, won't happen again.

Well, what do any of you thing about the system?

Bloody Stupid Johnson

Quote from: Jad;518689Howdy, this is my first post on this site.
 
To use your abilities you need to roll your ability or less on 2d6. If you are using your skill against another character, both roll a d6 and add it to the right ablity.
FIghting Fantasy did this (although with +2d6 for opposed rolls, rather than +d6). Always a bit weird since sometimes high is good, sometimes low is good...
 
QuoteLeadership is the characters ability to lead armies. When in a battle, a character rolls a d6, adds it to his leadership and compares it to the other sides leader. This roll is modified by a comparison of army/navy units and other situations. Yes, the PC's have to spend in game time raising armies, but this is usually handled behind the scenes administratively.
Is it just the leadership roll that determines if a character's army wins? (guess I'd have made the leadership a bonus, but perhaps not even the largest factor).
 
QuoteEndurance is basically the characters hit points but can be used as a skill in the right circumstances.
Less than 0 being out, if characters can start with a zero?
 
Hmm, no skills ? I like crunchier games myself, but it looks like it would work, even though its very simple.

Jad

Army combat is modified by having 3/2 or 2/1 or 3/1 which gives +1 for 3/2 and +2 for 2/1 and so on in army/navy units and defensive postions can give the defender +1 to +3.

Raising military units takes time and leaves you out of the roleplaying for a while, but when you return with an army and no one else has one, well, you get the picture. There is a lot of strategic parts to this as the game is designed to meld roleplaying and a strategy game.

Skills are all handled by the abilities. I can make any skill check into one of the ability check. Will is the ability that is used for most social skills, diplomacy, bluff, intimidate and so on...

These games are very interactive with the other players as you don't know who the bad guys are. the players are competing with the other players to reach thesr goals. Most goals of players will be mutually exclusive of other players, and you only have a an idea on who are your friends and who are your enemies. And, this can change in the course of the game.

This game is more of what I would call a Strategic Role Playing Game. It is light on the skills and having defined all kinds of traits. It does well for games where the characters are the natural leaders of society and are competing for top dawg. These games have an end game with winners and losers.

Gabriel2

Quote from: Jad;518689Well, what do any of you thing about the system?

I have something similar which I dreamed up a long time ago when I was enamored with roll under systems and bell curves.  I only had four attributes (usually ranging from 5 to 10), and didn't have an additional roll high mechanic.

Skills only came in three grades: Unskilled, Skilled, and Expert.  For skilled you rolled 2d6 equal to or less than your attribute.  For Unskilled and Expert you rolled 3d6 and dropped the low or high die depending.

It has always served me well for one shots and pickup games.

The problems I've had over the years with my design is the lack of granularity in skills.  Competitive tasks always involved seeing who rolled the most under their attribute which was an awkward subtraction operation which you've sidestepped with your alternate +1d6 mechanic.

You could probably tack my skill system onto your design if you find it potentially useful.  For your roll over mechanic an unskilled character would roll 2d6 and add the lower, while a expert character would roll 2d6 and add the higher.

I don't know what your wounding system works like for characters.  I tried many over the years.  I've kind of settled into a system where a character has HPs equal to their Body attribute plus a variable number depending on what kind of game I'm running (whether I want tough or fragile characters).  Armor blocks damage.  Weapons damages are ripped from D&D and an old Modern Weapons sourcebook I have.
 

Jad

The system is not for hack and slash role-playing. It's for games where politics and military strength are the biggest thing.

There is a large OOC part for administrative reasons, but players trying to administrate bring them at odds with out players. This is the point where some kind of forum has the characters IC to resolve things. This often lead to duels and or military campaigns, but the players had the chance to resolve peacefully.

I'm just wondering how unique this is? But, I'm hearing here that it is pretty generic..

I've used it for LARPs also, where simple is always best.

This is for an interactive role-play where the players are of different sides and the game is one of competition and cooperation among the players. I am the referee, I am the not the big bad. One of the players is that.

It's like I'm running a D&D game where the quest is to kill this dragon only the dragon is polymorphed into a player character. It's like putting the serial killer into the investigation. Part of the game is trying to figure out who to trust and how much. The game is not the character sheet, the game is role-playing.