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Kothar_Harroc
2012-08-14, 11:00 AM
Hi guys Kothar here and I have created a new simple system. It is easy to learn and pick up and focuses more on roleplaying than on different dice and too many rules and so forth. I’m sure others may have created a similar system, but I thought I would give this out to anyone who likes it. I tested it with a group playing a Zombie Apocalypse setting with characters based around ourselves.

It is a D6 system based around rolling a single D6. It’s a high damage low health system with no weapon rules or anything like that. It’s very basic and relies on GM or group opinion. Anyway let’s get to the stuff that you want.

Attributes: Strength (STR), Endurance (END), Agility (AGI), Intelligence (INT), Perception (PER), and Accuracy (ACC). You start out with Two 3’s, Three 2’s, and One 1.

STR: Physical Strength, pretty self explanatory. Adds Score to DMG with melee weapons.

END: Stamina, Ability to withstand gore, and amount of abuse you can take.

AGI: Speed, Dodging ability, Stealth, and Driving or things based around reaction time.

INT: Smarts.

PER: Sight and Hearing things.

Accuracy: Ability to hit things.

Health Points (HP): 10 + END

To Hit: ACC + Weapon Skills vs AGI

Skills: Anything you can think of, you get 4 to start out with and developing later skills is dependent on the GM. You get Two +2 skills and Two +1 skills.

Weapons: GM’s opinion, but as an example a character in my game picked up an M9 as a gun it got +3 DMG. Weapons usually didn’t get a To Hit bonus or anything, but if it fits then give it one.

Essentially its very simple and easy to pick up for beginning roleplayers for them to get used to sitting in a circle with their buddies and playing characters. Not only that I think its pretty easy to just use it as a 1 time adventure or anything. I’ll probably make some campaign settings for this system just so it has something for people to test it will. If you have any suggestions then post it down.

Oh yeah I’ll probably add in a Humanity and Sanity variant of this system (adding a new stat or two).


Example Character:
Name: Bobby, Age: 21, HP: 12
Str: 2, End: 2, Agi: 2, Int: 3, Per: 1, Acc: 3
Skills: Rifles +2, Driving +2, Cooking +1, Computers +1
Weapons: Beretta M9 +3 DMG and a Crowbar +1 DMG
Items: Tool Kit and Laptop


Optional Rules/Guidelines:

*NOT PLAY TESTED BUT PEOPLE WANTED THIS


DC's

Gritty:
Easy DC: 5
Hard DC: 7
Very Hard DC: 9
You may die hard DC: 11

Deadly: * DO NOT PLAY DEADLY ITS A JOKE
Easy DC: 7
Hard DC: 10
Very Hard DC: 14
You may die Hard DC: 19

*These aren't hard set skills, just some examples to help.

Skills:

Combat: Rifles, Pistols, Assault Rifles, Blunt Weapons, Sharp Weapons, Fencing, High Lander Combat, Sub Machine Guns, Heavy Machine Guns, Dodge, and Unarmed

Non-Combat: Computers, Driving, Persuasion, Construction, First Aid, Gymnastics, Lock Picking, Pick Pockets, Cooking, and Navigation

*There are too many weapons in the world so I'm going to make 5 in each category. And btw I'm not putting it in a chart.

Weapons:

Blunt Weapons: Golf Club +1 DMG, CrowBar +1 DMG, Tire Iron +1 DMG, Hammer +1 DMG, and Maul + 2 DMG

Sharp n' Pointy Weapons: Knife +1 DMG, Rapier +2 DMG, Long Sword +2 DMG, Bastard Sword +3 DMG, and Light Saber +5 DMG

Guns: 9 MM +3 DMG, .22 Semi Automatic Rifle +3 DMG, .44 Revolver +4 DMG, AK-47 +5 DMG, SAW +6 DMG



Skills
For ease of writing, I am going to call a +1 skill Trained, and a +2 skill Expert. Similarly, for attributes, 2 is Fit, and 3 is Peak. These skills could be split up and expanded on, for your needs. In addition, the defining attributes could be changed. For instance, Drive is normally for piloting any vehicle, from a car to a luxury airliner. However, when you get into certain vehicles, your agility matters less. Certain vehicles, particularly large ones where you don't necessarily have to worry about fiery death from hitting obstacles(tanks, large boats) use Intelligence. Similar rulings may need to be made for other skills, on a case-by-case basis.

{table=head]Skill|Attribute
Hand to Hand|Acc
Marksmanship|Acc
Drive|Agi or Int
Ride|Agi
Exertion|Str
Athletics|End(maybe Str)
Shrug-off|End
Stealth|Agi
Dodge|Agi
Computers|Int
Search|Per[/table]

Skill Descriptions:
Hand to Hand: This is the weapon skill for any melee attack you may do.
Marksmanship: Roll this to see if you can hit an opponent at range.
Drive/Ride: This is your catch all pilot skill, depending on if it's alive or not.
Exertion: This is a catch-all skill for feats of strength. Need to push something out of your way? This is the skill to do it.
Athletics: This is the skill for physical activity. Need to run, jump, or carwheel to get somewhere? You're rolling Athletics. Could possibly be strength, depending on purpose, I went with Endurance for the stamina factor.
Shrug-off: This is for surviving from physical stress and damage. Right now, the use is limited, roll if you get poisoned or diseased or similar, but in the future, I may release an advanced damage system that places this skill at greater importance.
Stealth: Roll this if you want to avoid being seen or heard.
Dodge: This will even up the gap in combat. This is the new DC for somebody to hit you in combat, as opposed to flat Agility. Do not roll dice for this in combat, though you may roll to avoid environmental dangers such as the ever-present falling rocks.
Computers: Ur 1337 H4xx0r Sk1llZ.
Search: Roll this to find things.


Weapons
Now, if some of my skill writing is heavier on crunch than other things so far, my weapons will go in the opposite direction. Now, Kothar, I know this might not be how you'd like it, because you're kind of a fan of gun porn. But I'd say the level of detail you'd want in this system should be a lot less, and leave the type of weapon up in the air. So, with that said, here is how I'd do weapons.

{table=head]Melee weapons|Damage bonus
Light melee(knives, clubs, broken bottles)|+1
Moderate melee(sword, hand axe)|+2
Heavy melee(generally any big, heavy two-hander)|+3
Unarmed|+0[/table]

{table=head]Ranged weapons|Damage bonus
Light ranged(hand crossbows, thrown knives)|+1
Heavy ranged(Bows, Crossbows)|+2[/table]

{table=head]Guns|Damage bonus
Light gun(pistols)|+2
Moderate guns(rifles, shot guns)|+3
Heavy guns(mobile artillery, chain guns)|+4[/table]

Ranged weapons and Ammunition
The added protection of fighting your opponent at range comes with a fair bit of resource management in the form of ammo. In order to keep it simple, I'd like to modify a rule from the most recent edition of Gamma World: If you only use a ranged weapon once in a combat, you preserve your ammo, and your not in trouble. If, however, you find reason to attack more than once at range, you might be in trouble. At the end of the combat, you will be out of ammo, and will have to scavenge or buy more. In the case of ranged weapons, not guns, you may also roll a hard search check. If you succeed, you recover your ammo, and are safe for another round.



*(If this is in the wrong thread please re-direct me.)

Kothar_Harroc
2012-08-14, 11:13 AM
Sample Settings:

Zombie Apocalypse: You play as yourselves and the zombie apocalypse has just started in your city/town. You can't prepare before hand (just stealth in this type of game, like claim its a regular game of DnD or something.) and you start with what you have on you.

Vampire Hunters/Mythological Hunters of Some Sort: Make some characters and go hunt vampires in a chosen city in a chosen country. Rather simple.

Generic Fantasy World: Pretty self explanatory. Need I say more for here?

Kothar_Harroc
2012-08-14, 06:51 PM
I got a message from a good friend of mine who looked this over saying it needed more explanation, since nothing was exactly written down until now with this system I will give an example of how my group played. Enjoy.

Also here is some basic Combat: Basic Attack with any weapon Dice + ACC + Weapon Skill, DMG with thus said weapon would be Dice + Assoiciated Skill with Weapon (ACC for Gun, Strength for Melee, INT for Magic) + Weapon DMG (Example Lead Pipe is +1, Pistol is +3).


Sample Play:

What's happening: Ryan (R), Kristen (K), and Brandon (B) have entered an abandoned Walmart in hopes of getting some guns. Ryan is in the car, Brandon is driving, and Kristen is stealthing through the Walmart. Brandon is the best driver and Ryan's leg is injured so Kristen is the only person who could do this.

GM: Okay Kristen you are at the back door of the Walmart, its locked what do you do?

K: I'll just pry the door open using my crow bar, what do I roll?

GM: Roll a D6 add your strength and your crowbar's DMG modifyer.

K: Okay I rolled a 3 and adding my 2 strength and the crowbar has a +2 DMG, so 7 total.

GM: Okay you pry it open, it makes a rather loud noise, roll Perception.

K: Okay, I rolled a 1 and I only have the perception of 1 so 2.

GM: Okay you don't hear anything, how do you wish to continue.

K: I want to stealth through the Walmart and get to the gun rack. I know that I have to pick up the .22 Semi-Automatic Rifles and .22 LR rounds.

GM: Okay do you know how to manuever around a Walmart?

K: Yes and I have my cell phone for a light source.

GM: Alright roll an Agility check.

K: I rolled a 6 and I have Agility of 3, so 9.

GM: Great you quietly make it over to the gun rack, you don't have the key so you are going to have to break the glass.

K: Okay I'm going to use my crowbar to smash the windows.

GM: Strength check

K: Okay I got a 7, do I smash the glass?

GM: Yes you did, but its very loud and echoes. Roll another Perception.

K: 7! Do I hear or see anything?

GM: Yes you hear foot steps behind you.

K: I'm going to bolt!

GM: Agility check.

K: 8, how fast do I go?

GM: About half way back to the back door you turn around to see a zombie on your heels and gaining.

K: I want to stop and smack it in the face with my crowbar!

GM: Alright roll an attack roll. Its accuracy + your blunt weapons skill.

K: Alright I rolled a 5 + my 3 ACC and +2 for my blunt weapons, so 10.

GM: Alright you smack the zombie across the face, roll DMG.

K: Whats that again?

GM: Roll a D6 plus you strength, Blunt Weapons skill, and Base Weapon DMG.

K: Alright I got a total of 9.

GM: You smack its Jaw off and it takes a swing at you, Roll Agility.

K: Alright I rolled a 4 + my 3 agility, so 7.

GM: It swipes at you but misses.

What's Happening: Kristen makes it to the back door but gets tackled by the zombie. Ryan pulls out the Pistol you found in the police station awhile back and attempts to shoot the zombie off of Kristen. The GM explained that if he rolled a 1 then he would hit Kristen. As luck would have it Ryan rolled a 1 and shot Kristen in the shoulder causing her 7 DMG and causing her to bleed out. His second shot hits home and kills the zombie. Rushing out, even with his limp, Ryan patches Kristen up the best he could with his First aid skill and basic med kit.

Ryan: Alright I want to bandage her, whats my roll?

GM: Intelligence + First Aid + a +1 Med Kit.

Ryan: I rolled a total of 11 with my 3 Int, 2 First Aid, and 1 Med Kit.

GM: You patch it up and stop some of the bleeding but you need to close off the wound, and there is a chance of Kristen getting lead poisening from the bullet wound.

Session ends on this note with the group heading towards a restaurant to heat up a knife to close off the wound.

Loki_42
2012-08-14, 08:54 PM
Hey people, I'm his friend, but I have nothing to do with the system, this was all on his own apparently.

Now that the mechanics are clearer, and I've read the example of play, I can comment more clearly.

The system itself is solid, if extremely rules-light. The only things I can suggest are additions, not changes. First off, a list of guidelines on how you would set DC's for various non-combat actions would be very nice. You have a bit of that in the example of play, but no real solid information on it. For instance, in the example of play, the DC to open the door is 7 or less, clearly. I'd like some more information how you reached that number, even if it's just a chart that says an easy task is DC X, a moderate task is DC Y, and a hard task is DC Z.

A chart of weapons and they're damages would be nice, even if it's just something like light melee, heavy melee, light ranged, and heavy ranged. Some kind of armor rules would also be helpful. An actual skill list with room for addition and changes would also be really nice.

The example of play has example of things such as fumbles(Ryan hitting Kristin with his gun) and medical complications(Kristin bleeding out, Kristin possibly getting lead poisoning. I think you should really present information on how these things work.

Finally, I feel that you should have some sort of rules for advancement. Unless you intend for the system to only ever be used for one shots, I would include some kind of advancement. A point buy system would probably be good for this, nothing fancy, you get a point or two every time you complete a major objective(adventure in a more structured game, player goal or when it feels right for a freeform game), and you have different costs for raising attributes or skills.

Kothar_Harroc
2012-08-14, 09:57 PM
The additives you are requesting are all based on the GM, meaning the GM would have to do these things on the side or make them up as you go on. Once I churn out the Humanity, Sanity and extra stats as optional things then I will make an advancement system. I've been trying to balance everything out and even though the system is fairly easy and simple (and to be frank balanced) its hard to edit. The advancement setting however will most likely be based on real life situations (i.e. if you spend a year working out you get a bonus to strength). The game is extremely rules light on the player, but it gets a little more complicated for the Gm since they have to make everything. If I put out a table it would seem like I'm limiting things, the system is meant to represent a simplistic and realistic system. During the playtest things went very smoothly and it was fun. All I can really recommend is for people to try it. Its easy to pick up and can easily be used for 1 adventure, but I wouldn't recommend it for people who like optimizing classes and what not. While its extremely free form those who like a strict set of rules, classes, skills, and weapons may not like this.

Loki_42
2012-08-15, 10:06 AM
You see, I understand your point, but in a system that places so much on the GM, you should at least have guidelines. Even if you don't want to get into the fine details of rules, you should at least have some simple, light options that explain to prospective gms how they would go about adding things in.

bobthe6th
2012-08-15, 02:00 PM
I could see using an achievement system for advancement... like do X Y number of times, or under Z circumstance you get a +1 to a skill. so if you drive 100 miles you get +1 to drive, or if you drive through a rain storm on a back woods road while dodging zombies you get a +1 to drive. The achievements would be secret, and arbitrated by the GM. perhaps Y is raised an order of magnitude each time you unlock an achievement. so shoot 10 zombies in the face, get +1 to guns. The next +1 is at 100, then 1000, then 10,000, then 100,000, then 1,000,000, then 10,000,000, then ect.

Kothar_Harroc
2012-08-15, 03:10 PM
@Loki_42 I'm trying not to hinder the creativity of the GM, rules tend to do that in my opinion.

@Everyone you don't need to ask my permission to do jack to this system, its open source so you can do what you want with it. If I think your idea is cool or awesome then I'll just add it in to the optional rules section later. Or if you post your own version of the system just PM me or whatever so I can take a look at it.

@bobthe6th seems okay, but I'm going to play with that and test it before I give any solid opinion on it. Thank you for posting this, it'll speed up the process.

Kothar_Harroc
2012-08-15, 03:14 PM
Oh yeah I just thought I would say something on the advancement system idea/concept/thingy, I don't want to edit the scores of pre-existing skills or attributes. It would make the game unbalanced with its current schematics, I'm going to look at other rules light games before I say anything on an advancement system.

Siosilvar
2012-08-15, 03:48 PM
@Loki_42 I'm trying not to hinder the creativity of the GM, rules tend to do that in my opinion.

That's a wonderful design goal, but as it stands, I think you have either too many stats or too few rules. I can't help but think you'd be better off with some more guidelines for GMs to work from and/or just playing Risus (http://www222.pair.com/sjohn/risus.htm) with bonuses instead of multiple dice and with your health system layered on top.

Basically, I think you started with the wrong rules. Even "flip a coin to see if you can do it or not" actually tells you whether or not you succeed, and your system as it stands doesn't do that.

Make a list of a couple example skills (by no means a comprehensive list - 7 or 8 would do), target numbers - 3 trivial, 4 easy, 6 average, 8 hard, 12 impossible (without equipment), and specify that equipment usually gives a +1 to +3 bonus. In order to play any game, you need something to start from. It's not limiting anything, it's giving people enough to see where to take the game. Literally all you have at the moment is a list of stats and "roll a d6 and add some numbers to it". It's equivalent to the following:


Your stats are Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Roll 3d6-10 six times in order for the stats. To do something, roll a d20 and add half the appropriate score. Now go play!

You could play D&D with that, but there's not even a way to tell whether or not you've succeeded. Now, if I add "Beat 5 to do something easy, 10 to do something average, 15 to do something hard", then we're getting somewhere.

Zale
2012-08-15, 03:54 PM
Well, I don't think rules really curtail creativity.

It's only when there are many, many rules.

I, personally, would be more intimidated if I had to make everything up by myself. I'd prefer to have a few weapons as examples and some example DCs..

That sort of thing.

Kothar_Harroc
2012-08-15, 04:24 PM
Okay there are DC's, Skills, and Weapons in the Optional Rules/Guidelines section on the OP

Loki_42
2012-08-15, 06:04 PM
You see, I'm going to echo the sentiment that it doesn't seem entirely clear what you want to do. Your rules are extremely light, but the specifics get heavy. I'd say a smaller list of skills and more vague weapons would actually benefit the system. Try something maybe along these lines:


Skills
For ease of writing, I am going to call a +1 skill Trained, and a +2 skill Expert. Similarly, for attributes, 2 is Fit, and 3 is Peak. These skills could be split up and expanded on, for your needs. In addition, the defining attributes could be changed. For instance, Drive is normally for piloting any vehicle, from a car to a luxury airliner. However, when you get into certain vehicles, your agility matters less. Certain vehicles, particularly large ones where you don't necessarily have to worry about fiery death from hitting obstacles(tanks, large boats) use Intelligence. Similar rulings may need to be made for other skills, on a case-by-case basis.

{table=head]Skill|Attribute
Hand to Hand|Acc
Marksmanship|Acc
Drive|Agi or Int
Ride|Agi
Exertion|Str
Athletics|End(maybe Str)
Shrug-off|End
Stealth|Agi
Dodge|Agi
Computers|Int
Knowledge|Int
Search|Per[/table]

Skill Descriptions:
Hand to Hand: This is the weapon skill for any melee attack you may do.
Marksmanship: Roll this to see if you can hit an opponent at range.
Drive/Ride: This is your catch all pilot skill, depending on if it's alive or not.
Exertion: This is a catch-all skill for feats of strength. Need to push something out of your way? This is the skill to do it.
Athletics: This is the skill for physical activity. Need to run, jump, or carwheel to get somewhere? You're rolling Athletics. Could possibly be strength, depending on purpose, I went with Endurance for the stamina factor.
Shrug-off: This is for surviving from physical stress and damage. Right now, the use is limited, roll if you get poisoned or diseased or similar, but in the future, I may release an advanced damage system that places this skill at greater importance.
Stealth: Roll this if you want to avoid being seen or heard.
Dodge: This will even up the gap in combat. This is the new DC for somebody to hit you in combat, as opposed to flat Agility. Do not roll dice for this in combat, though you may roll to avoid environmental dangers such as the ever-present falling rocks.
Computers: Ur 1337 H4xx0r Sk1llZ.
Knowledge: You get to be erudite, and you know a lot about various fields.
Search: Roll this to find things.


Weapons
Now, if some of my skill writing is heavier on crunch than other things so far, my weapons will go in the opposite direction. Now, Kothar, I know this might not be how you'd like it, because you're kind of a fan of gun porn. But I'd say the level of detail you'd want in this system should be a lot less, and leave the type of weapon up in the air. So, with that said, here is how I'd do weapons.

{table=head]Melee weapons|Damage bonus
Light melee(knives, clubs, broken bottles)|+1
Moderate melee(sword, hand axe)|+2
Heavy melee(generally any big, heavy two-hander)|+3
Unarmed|+0[/table]

{table=head]Ranged weapons|Damage bonus
Light ranged(hand crossbows, thrown knives)|+1
Heavy ranged(Bows, Crossbows)|+2[/table]

{table=head]Guns|Damage bonus
Light gun(pistols)|+2
Moderate guns(rifles, shot guns)|+3
Heavy guns(mobile artillery, chain guns)|+4[/table]

Ranged weapons and Ammunition
The added protection of fighting your opponent at range comes with a fair bit of resource management in the form of ammo. In order to keep it simple, I'd like to modify a rule from the most recent edition of Gamma World: If you only use a ranged weapon once in a combat, you preserve your ammo, and your not in trouble. If, however, you find reason to attack more than once at range, you might be in trouble. At the end of the combat, you will be out of ammo, and will have to scavenge or buy more. In the case of ranged weapons, not guns, you may also roll a hard search check. If you succeed, you recover your ammo, and are safe for another round.

Kothar_Harroc
2012-08-15, 06:18 PM
I like that, its in the optionl rules, you are quoted so you are getting recognition as it was not my idea. We used specific guns, mostly because everyone in my group knows guns, but I really liked your simplified version.

Loki_42
2012-08-15, 06:20 PM
I like that, its in the optionl rules, you are quoted so you are getting recognition as it was not my idea. We used specific guns, mostly because everyone in my group knows guns, but I really liked your simplified version.

And you could still call them by actual gun names, if you'd like, I just think this would run faster in game, and allow groups who are not familiar with real world weapon uses to play.

Kothar_Harroc
2012-08-15, 06:43 PM
Well if you want to play a game of mine I'm probably going to be using the real life gun names, especially those based around the real world (like my zombie setting) names. Just sayin' pal. Anyway when I get back home I'll run a game testing the hopefully near complete system with humanity and sanity system I'm adding in hopefully tomorrow.