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2017-09-24, 07:13 AM (ISO 8601)
- Join Date
- Sep 2017
How to make this simple system work?
This is a post-apocalyptic slightly supernatural world in a Twin Peaks kind of way. Gas, cars, motorcycles; but unreliable improvised firearms.
My idea is to simplify the game so that there's: - no XP - no levels - no classes or races - no skills
The characters would get tags like Scavenger (easier to loot abandoned buildings and find stuff) or Mechanic or Marksman.
So, maybe a thug comes at the character with a knife. She shoots at him (Savenged good parts for the gun, maintained it as a Mechanic. She's also a Marksman, so good accuracy, low chance of.backfiring).96% chance of success. She hits him.
But is he dead? I'd like to figure out a wound syatem that isn't HP. I want quick dangerous fights.
But how does the character develop? Through items or other tags that support each other?
Also, in a pernctual system like that, the NPC's pros and cons amount to 43%, my character's 55%. How do you roll who wins?
Any existing systems i can draw upon?
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2017-09-24, 10:59 AM (ISO 8601)
- Join Date
- Jan 2017
Re: How to make this simple system work?
I actually have something of a tag-based system developed! Sadly, it's designed for drawing straws/drawing lots instead of dice, so translating it to percentile rolls may be a lost cause, but it works fairly well for opposed rolls.
Take a look at the The Basics, for Gameplay section of this:
https://docs.google.com/document/d/1...t?usp=drivesdkMy one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
The bargain bin- malfunctioning, missing, and broken magic items.
Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
The Coward: Not every hero can fight.
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2017-09-24, 01:51 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Pittsburgh, PA
- Gender
Re: How to make this simple system work?
I'm not sure I quite understand how you're adding things up, but... why not have each successful hit impose a relevant "injury" tag, with an ultimate limit on how many simultaneous wounds you can take before dying? Or some sort of cumulative wound penalty, with death coming when it hits a certain threshold?
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.