Chainsaw Hobbit
2013-01-31, 04:03 PM
This is just an idea for the very core of an RPG. I'm not sure if I plan on doing anything with it, but I like it. Feel free to steal it if you want.
* * *
When a character attempts something that challenges their abilities, the player rolls three six-sided dice and adds together the results. The number is then modified by a small single-digit number based on the character's competence, and another small number based on the difficulty of the task.
On a total result of 9 or lower, the character fails in their endevour. They may also suffer a new disadvantage, depending on the stakes.
On a result of 10-12, the character gains what is called a "quirky success". They can choose to either partially succeed, or fully succeed, but gain a new disadvantage. Once they have chosen, the Game Master decides the details of the result.
On a result of 13 or higher, the character fully succeeds.
* * *
The 3d6 is in place in order to create a bell curve. The closer the natural result is to 10, the more likely it is to come up. This means that the "quirky success" comes up more often then one would expect.
Inspirations include Apocalypse World, Unisystem, and GURPS.
* * *
When a character attempts something that challenges their abilities, the player rolls three six-sided dice and adds together the results. The number is then modified by a small single-digit number based on the character's competence, and another small number based on the difficulty of the task.
On a total result of 9 or lower, the character fails in their endevour. They may also suffer a new disadvantage, depending on the stakes.
On a result of 10-12, the character gains what is called a "quirky success". They can choose to either partially succeed, or fully succeed, but gain a new disadvantage. Once they have chosen, the Game Master decides the details of the result.
On a result of 13 or higher, the character fully succeeds.
* * *
The 3d6 is in place in order to create a bell curve. The closer the natural result is to 10, the more likely it is to come up. This means that the "quirky success" comes up more often then one would expect.
Inspirations include Apocalypse World, Unisystem, and GURPS.