Ralcos
2015-04-03, 01:01 PM
As above, I decided to post an idea I had this morning for basic mechanics.
Basically, it IS a d6 system, but it isn't like what you'd find in the old Star Wars RPG or the d6 system.
Instead, the game operates with every Player (and in extension, his character) rolling 4 dice.
Each die rolled is an individual action in a turn, meaning that you can take up to 4 actions in a single turn of the game.
On certain actions the NUMBER rolled on these "Action Dice" is the result of said action.
No skills, but everything is measured in Attributes; each one used in different ways.
Strength
Vitality
Agility
Intellect
Perception
Willpower
Charisma
Affinity
And, instead of Hit Points, I was thinking of making it into a simple score to roll over to determine effects.
Physical Threshold
Mental Threshold
The Thresholds are ruled as follows:
Whenever damage is rolled, compare rolled damage to the appropriate Threshold Value.
If the rolled damage meets or exceeds the value equal to the Threshold, the target is staggered and cannot take his next turn.
If the rolled damage meets or exceeds the value equal to twice the Threshold, the target is knocked unconscious.
If the rolled damage meets or exceeds the value equal to triple the Threshold, the target is outright killed.
Let's use a simple combat encounter as an example here. Beware, for opening the spoiler will reveal a wall of text and numbers... :biggrin:
Player James has rolled up a Half-Ogre Mercenary named Kogg, as dumb as a brick but stronger than an ox.
After accepting a quest from a hesitant farmer's girl, he goes off to save her father who was kidnapped by a Goblin tribe.
He was told where to go, but was ambushed by Goblin Scouts on the way to their lair. A Combat Encounter begins...
What I was thinking, in order to make encounters interesting with this mechanic, I have separated Turns into two categories of "going first": Namely, Initiative and Sequence.
What that means is that Initiative will possibly be a score, compared to the initiative score of your opponents.
Results are the same in other games. Higher is EXTREMELY better.
After that, you determine your Sequence Value, which is how many turns it'll be before you can take your next turn. To tell the truth, I'm not sure how I'd want to do that yet, but I want it to be simple to understand and easy to remember in the game. But for Sequence Value, it needs to be as low as possible to be better for you.
Anywho, onto the combat!
Kogg's Initiative Value is 4, due to his high Agility attribute of 4. He rolls a d6 to determine his Sequence Value, and rolls a 3.
The Goblins have an Initiative Value of 4 as well, and roll a 2 on their Sequence Value.
What this means is that the Goblins go before Kogg, and go again right after the Half-Ogre's turn. BUT, there's a problem in this on Kogg's side of the battle.
The Goblins go twice before Kogg goes again on the Sequence.
The two Goblins pull out their bows, and use their dice to try to hit their PC opponent.
Goblin A rolled a 5, 2, 1, 1 as his actions on his turn, using both 1's to get behind a small patch of trees in the valley (moving 2 squares), then uses the other two dice results to shoot two arrows.
His total Attack Values, using his Agility, are 9 (5 Die Roll + 4 Agility) and 6 (2 Die Roll + 4 Agility), compared against Kogg's Defense Score.
Kogg decides to attempt a Dodge maneuver against both arrows, rolling 1 die against each attack, instead of using one of the 4 he'd roll on his turn.
For the first arrow, Kogg rolls a 10 (6 Die Roll + 4 Agility). Success!
For the second arrow, Kogg rolls a (5 Die Roll + 4 Agility). Success!
Goblin B rolled a 3, 3, 1, 1 as his actions on his turn, and decides to shoot at the Half-Ogre with ALL OF HIS DICE.
His total Attack Values, using his Agility, are 7 (3 Die Roll + 4 Agility), 7 (3 Die Roll + 4 Agility), 5 (1 Die Roll + 4 Agility), and 5 (1 Die Roll + 4 Agility).
Kogg can take another Defensive Action outside of his turn (Dodge, Block, Parry), but at a -1 to his roll.
He instead decides to endure the attacks, since Goblin B's Attack Values all hit or exceed his Defense Score of 5.
The arrows hit, and hit hard, for the Mercenary takes a total of 14 damage (5 Damage roll + 5 Damage roll + 3 Damage Roll + 1 Damage Roll).
Kogg, barely surviving that blow, rolled a 6, 1, 3, 1 for his turn.
He uses one of the 1s to drink a Healing Potion, healing him up back to full life.
Then, spending his single Action Point for the session, he rerolls the other 1 and replaces the roll with a 3.
He then charges Goblin B, attacking 3 times with his INSANE Strength score of 7, applied to his trusty Greatsword.
His total Attack Values are, using his Strength, are 13 (6 Die Roll + 7 Strength), 10 (3 Die Roll + 7 Strength), and 10 (3 Die Roll + 7 Strength).
Goblin B, decides to try to block with his bow. This grants him a -2 penalty to his Defensive Action, since bows aren't really designed to block with.
He rolls a 2 (4 Die Roll + 0 Strength + -2 Blocking with Bows). Failure!
He rolls a -1 (1 Die Roll + 0 Strength + -2 Blocking with Bows). Failure!
He rolls a 3 (5 Die Roll + 0 Strength + -2 Blocking with Bows). Failure!
The goblin takes a total of 25 damage (10 Damage Roll + 8 Damage Roll + 7 Damage Roll), killing him outright.
Kogg, using up all of his dice for this round, his turn ends.
And maybe a non-combat example?
Nix the Halfling Rogue is in a Skill Challenge, taking turns against the guards (in a similar fashion with combat encounters) to sneak out of the tyrant-run city in the night.
On his turn, Nix rolls a 3, 1, 1, 5 for his actions.
He decides to use the 3, 1, and 1 for movement (moving a total of 5), and using the 5 to make an Agility check to move silently and without any trace.
Using his 5 Agility, he has a Skill Value of 10 (5 Die Roll + 5 Agility).
He is SURE that he is not making a sound, and hiding within the shadows of buildings.
The guards, despite being a group, all take their Skill Challenge as one character/creature.
They rolled a 6, 2, 3, 2 for their turn.
The twos are used to move the guards around the city, the 6 and 3 being used for their Perception.
Their Perception Skill Values, using their Perception of 2, are 8 (6 Die Roll + 2 Perception) and 5 (3 Die Roll + 2 Perception). One of the guards almost saw Nix, but dismissed it as his imagination.
Hopefully you like my ideas?
Sorry for the amount of text, but I just wanted to communicate ideas.
Comments/Advice/Criticism/Death Threats allowed!
Basically, it IS a d6 system, but it isn't like what you'd find in the old Star Wars RPG or the d6 system.
Instead, the game operates with every Player (and in extension, his character) rolling 4 dice.
Each die rolled is an individual action in a turn, meaning that you can take up to 4 actions in a single turn of the game.
On certain actions the NUMBER rolled on these "Action Dice" is the result of said action.
No skills, but everything is measured in Attributes; each one used in different ways.
Strength
Vitality
Agility
Intellect
Perception
Willpower
Charisma
Affinity
And, instead of Hit Points, I was thinking of making it into a simple score to roll over to determine effects.
Physical Threshold
Mental Threshold
The Thresholds are ruled as follows:
Whenever damage is rolled, compare rolled damage to the appropriate Threshold Value.
If the rolled damage meets or exceeds the value equal to the Threshold, the target is staggered and cannot take his next turn.
If the rolled damage meets or exceeds the value equal to twice the Threshold, the target is knocked unconscious.
If the rolled damage meets or exceeds the value equal to triple the Threshold, the target is outright killed.
Let's use a simple combat encounter as an example here. Beware, for opening the spoiler will reveal a wall of text and numbers... :biggrin:
Player James has rolled up a Half-Ogre Mercenary named Kogg, as dumb as a brick but stronger than an ox.
After accepting a quest from a hesitant farmer's girl, he goes off to save her father who was kidnapped by a Goblin tribe.
He was told where to go, but was ambushed by Goblin Scouts on the way to their lair. A Combat Encounter begins...
What I was thinking, in order to make encounters interesting with this mechanic, I have separated Turns into two categories of "going first": Namely, Initiative and Sequence.
What that means is that Initiative will possibly be a score, compared to the initiative score of your opponents.
Results are the same in other games. Higher is EXTREMELY better.
After that, you determine your Sequence Value, which is how many turns it'll be before you can take your next turn. To tell the truth, I'm not sure how I'd want to do that yet, but I want it to be simple to understand and easy to remember in the game. But for Sequence Value, it needs to be as low as possible to be better for you.
Anywho, onto the combat!
Kogg's Initiative Value is 4, due to his high Agility attribute of 4. He rolls a d6 to determine his Sequence Value, and rolls a 3.
The Goblins have an Initiative Value of 4 as well, and roll a 2 on their Sequence Value.
What this means is that the Goblins go before Kogg, and go again right after the Half-Ogre's turn. BUT, there's a problem in this on Kogg's side of the battle.
The Goblins go twice before Kogg goes again on the Sequence.
The two Goblins pull out their bows, and use their dice to try to hit their PC opponent.
Goblin A rolled a 5, 2, 1, 1 as his actions on his turn, using both 1's to get behind a small patch of trees in the valley (moving 2 squares), then uses the other two dice results to shoot two arrows.
His total Attack Values, using his Agility, are 9 (5 Die Roll + 4 Agility) and 6 (2 Die Roll + 4 Agility), compared against Kogg's Defense Score.
Kogg decides to attempt a Dodge maneuver against both arrows, rolling 1 die against each attack, instead of using one of the 4 he'd roll on his turn.
For the first arrow, Kogg rolls a 10 (6 Die Roll + 4 Agility). Success!
For the second arrow, Kogg rolls a (5 Die Roll + 4 Agility). Success!
Goblin B rolled a 3, 3, 1, 1 as his actions on his turn, and decides to shoot at the Half-Ogre with ALL OF HIS DICE.
His total Attack Values, using his Agility, are 7 (3 Die Roll + 4 Agility), 7 (3 Die Roll + 4 Agility), 5 (1 Die Roll + 4 Agility), and 5 (1 Die Roll + 4 Agility).
Kogg can take another Defensive Action outside of his turn (Dodge, Block, Parry), but at a -1 to his roll.
He instead decides to endure the attacks, since Goblin B's Attack Values all hit or exceed his Defense Score of 5.
The arrows hit, and hit hard, for the Mercenary takes a total of 14 damage (5 Damage roll + 5 Damage roll + 3 Damage Roll + 1 Damage Roll).
Kogg, barely surviving that blow, rolled a 6, 1, 3, 1 for his turn.
He uses one of the 1s to drink a Healing Potion, healing him up back to full life.
Then, spending his single Action Point for the session, he rerolls the other 1 and replaces the roll with a 3.
He then charges Goblin B, attacking 3 times with his INSANE Strength score of 7, applied to his trusty Greatsword.
His total Attack Values are, using his Strength, are 13 (6 Die Roll + 7 Strength), 10 (3 Die Roll + 7 Strength), and 10 (3 Die Roll + 7 Strength).
Goblin B, decides to try to block with his bow. This grants him a -2 penalty to his Defensive Action, since bows aren't really designed to block with.
He rolls a 2 (4 Die Roll + 0 Strength + -2 Blocking with Bows). Failure!
He rolls a -1 (1 Die Roll + 0 Strength + -2 Blocking with Bows). Failure!
He rolls a 3 (5 Die Roll + 0 Strength + -2 Blocking with Bows). Failure!
The goblin takes a total of 25 damage (10 Damage Roll + 8 Damage Roll + 7 Damage Roll), killing him outright.
Kogg, using up all of his dice for this round, his turn ends.
And maybe a non-combat example?
Nix the Halfling Rogue is in a Skill Challenge, taking turns against the guards (in a similar fashion with combat encounters) to sneak out of the tyrant-run city in the night.
On his turn, Nix rolls a 3, 1, 1, 5 for his actions.
He decides to use the 3, 1, and 1 for movement (moving a total of 5), and using the 5 to make an Agility check to move silently and without any trace.
Using his 5 Agility, he has a Skill Value of 10 (5 Die Roll + 5 Agility).
He is SURE that he is not making a sound, and hiding within the shadows of buildings.
The guards, despite being a group, all take their Skill Challenge as one character/creature.
They rolled a 6, 2, 3, 2 for their turn.
The twos are used to move the guards around the city, the 6 and 3 being used for their Perception.
Their Perception Skill Values, using their Perception of 2, are 8 (6 Die Roll + 2 Perception) and 5 (3 Die Roll + 2 Perception). One of the guards almost saw Nix, but dismissed it as his imagination.
Hopefully you like my ideas?
Sorry for the amount of text, but I just wanted to communicate ideas.
Comments/Advice/Criticism/Death Threats allowed!