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Rules Light system - opinions wanted

Started by pspahn, October 03, 2007, 03:23:29 PM

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pspahn

CROSSPOSTED for more input


Hi everyone,

I'm homebrewing a zombie survival horror game this weekend for some people who are very new to roleplaying so I wanted to make up a functional rules light system.  They'll be playing themselves at the start of a zombie uprising, so this is a very low-powered game.  This is the basic system I came up with.  I'm looking to see if this covers all the bases for "mundane" characters.  Specifically, the "fields" section is something I want to incorporate so I can keep the skill list broad, but still allow for some diversity.  Any thoughts would be appreciated.  

Pete

------------

Stats:  Physical, Mental, Social = range of 0-4
0 = impaired
1 = below average
2 = average
3 = above average  
4 = spectacular

Most player characters will be average (2) or above.

Skills:  Novice +1d6; Intermediate +2d6; Advanced +3d6

Specialization (optional) = +1d6 to specialty, -1d6 to other uses of skill

PHYSICAL
Prowess = Thrown Weapons, Sports, Feats of Strength or Agility, Driving, Dodging, Intimidation
Hand-to-Hand = Melee Combat, Brawling, Martial Arts, Parry
Ranged Attacks = Firearms, Bows and Arrows, Crossbows, Heavy Weapons

MENTAL
Knowledge = Academic (algebra, literature, current events, history, languages, psychology), Technical (firearms, repair, jury-rigging, engineering, demolitions), Medical (first aid, treat injury, surgery).
Wilderness Survival = Observation (in wilderness), Hunting/Tracking, Foraging, Setting snares, Animal Handling, Riding.
Streetwise = Observation (in urban areas), Scavenging, Investigation, Picking locks.

SOCIAL
Diplomacy = Negotiation, Persuasion, Coordinate, Intimidation.
Creativity = Storytelling, Painting, Drawing, Singing, Acting.
Deception = Disguise, Bluffing, Seduction

Fields
Fields are loosely defined areas of expertise that pertain to character concepts.  These areas expand the use of relevant skills and in most cases offer an additional bonus of +1d6 to task resolution.  For ex - a character who is a pilot uses the Prowess skill to fly (instead of drive).  A character who works in an eye lab can use Technical skill to make glasses from prescriptions.  A UN diplomat character can use Diplomacy to properly greet and entertain members of another culture.  


Task Resolution
Roll #d6 = Stat + Skill +/- specialization (if any) + field bonus (if any).  GM may assign a penalty of -1d6 or -2d6 for particularly difficult tasks.

Each 5 or 6 = 1 success.  
Every two 1's subtract 1 success.  
All 1's on a roll = fumble

1 success is needed for uncontested tasks.  

Contested tasks resolved by highest # of successes.
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Mcrow

Seems like your basic, simple pool system. Should work fine. Power level would be pretty low, so that fits.

So how do you plan on working damage and combat?

pspahn

Quote from: McrowSeems like your basic, simple pool system. Should work fine. Power level would be pretty low, so that fits.

So how do you plan on working damage and combat?

Hiya Mike,

Okay, attacks are resolved the same way as skills, using Physical + (appropriate skill) + weapon category.  Weapons are rated by category - small (+1d6, knives, screwdrivers, etc.), medium (+2d6, clubs, hatchets, machetes, pistols, etc.), and large (+3d6 swords, chainsaws, shotguns, etc.).  

You only have to score 1 success to hit (or 1 success more than the opponent's dodge/parry if the attack is contested).  The # of successes (or difference between successes) = damage delivered.  

I'm planning to use a health spiral divided into two categories that looks something like this:

  Bruised   Injured
1. -0d6         -1d6
2. -1            -1
3. -1            -2
4. -2            -3
5. -3            -5

Combat is going to be sort of loose.  My idea is that, blunt weapons do brusing damage and slashing/piercing weapons do injury.  Bruising damage is reduced to 1 (-0)at the end of a scene.   If the character enters another combat scene before he has a chance to fully heal, the bruising damage is reduced to 2 (-1d6) at the end of that scene.  If he enters another combat before healing, he is reduced to 3 (-1d6).  

Bruising damage and injury damage are cumulative, so a character bruised 2 and injured 1 is at -2d6 to all tasks.

Damage
When you get hit by a blunt weapon, you roll your Physical stat to see if you can shrug off any damage.  1 success = 1 grade less of damage.  

When you get hit with a piercing/slash weapon, you roll your Physical stat to see if you can turn the damage into bruising damage.  This means that, even though the attacker scored a "hit" it might not have been with the weapon.

So, the zombie attacks Mike with his bite and scores 2 successes more than Mike.  That would be 2 grades of injury.  Mike rolls his Physical of 3 and scores 3 successes, which means instead of taking 2 grades of injury, he takes 2 grades of bruising damage (this is important, because bruising damage reduces at the end of the scene).

In play, the zombie grabs Mike and snaps at Mike's neck.  Mike struggles to push him away, but in doing so pulls a muscle in his back (or slams the back of his head against a wall, or twists his ankle, etc.) suffering 2 grades of bruising damage.    

I'm doing this to address the mortality problem.  As it stands, one bite and you're infected (and probably executed by your "friends" :) ), so I'd like to give the PCs a fighting chance. This is actually the first time I've written this down, so I'm not sure how clear it is.  What do you think?

Pete
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Theodore Sign

QuoteEvery two 1's subtract 1 success
I suggest you leave this out; of all the legacies of the old Storyteller system, 1's subracting successes is the least worthy of emulation.  You already have a fair chance of not rolling any successes with this system, as well a "botch" mechanic, so what exactly is this doing for the game?
 

pspahn

Quote from: Theodore SignYou already have a fair chance of not rolling any successes with this system, as well a "botch" mechanic,

Hey, that's a good point.  Thanks!

Pete
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