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Author Topic: Rapid RPG Setup Rules  (Read 1123 times)

mainsman

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Rapid RPG Setup Rules
« on: October 09, 2019, 05:04:16 AM »
SUPER FAST SETUP RPG RULE SYSTEM


In this rule system All skills & Abilities are built into the STATS (in a fantasy game they would be STR strength, MIND wisdom,INT inteligence, CHA charisma,DEX dexsterity, SAV save) the stats represent an average charactor or monster etc... each class has an average set of STATS, you select one from a list or create a charactor by rolling a D6 for each stat a roll of 1 =-3 ,a roll of 2 =-2,a roll of 3 =-1,a roll of 4 =1,a roll of 5 =2, a roll of 6=3 the idea is each PC or NPC has no setup for fast play.


STATS are in a range from -3 to +3  so a strong barbarian may be STR +2


each charactor does not have a paper charactor sheet instead has a set of D6s representing its stats, the D6s should be differrent colors.for each stat a 1 =-3 ,a 2 =-2,a 3 =-1,a 4 =1,a 5 =2, a 6=3 , you would have one page command sheet with a list of your units and the stats D6s placed next to the name in the list


The Difficulty of all tasks or Save, you only roll a D20 + relavant STAT + a D4 roll , you MUST apply a STAT! the STAT maybe plus or negative BUT you still use it.


Very easy (0) see something big in plain sight
Easy (5) Climb a rope
Average (10) Hear someone approaching
Tough (15) craft a trap
Challenging (20) Swim a river
Formidable (25) Pick a lock
Heroic (30) Leap across a wide chasm
Nearly impossible (40) Track an enemy over rock


as you play the game you gain rewards of increased STATS, you rotate your D6 for the relavant D6 to a maximum of 6(=+3)


also as you play you suffer penalties like getting hit, you rotate your D6 for the relavant D6 to a minimum of 1(=-3). Hit points are not included instead if all your D6s get reduced to 2 or 1 you are dead.


failing a task may cause you to take STAT damage like falling while climbing.


You may also be rewarded by tasts like finding treasure like armor & increasing your stat d6s so STR would have 2 D6s for a maximum of +6 in that STAT, you can increase any of the STAT D6 pools by means of reward or as a start for a base charactor.


I have left out rules for movement & combat, but when you suffer damage your STAT D6s pips are reduced , or increased by success.

mainsman

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Rapid RPG Setup Rules
« Reply #1 on: October 09, 2019, 06:27:18 AM »
I thought you would like a response I got from someone about this

 . "This is pretty interesting! I like the idea of using the dice to generate and record the stats, and using the stats to record changes to the status of the character. I also think its creative to have equipment as an extra die that is 'added' to a stat (at least if this IS what you mean by the 'treasure like armor' example)

I presume a tough monster might have multiple dice for its key stats (e.g. a big monster might have multiple STR dice), and all would have to be reduced.

Leaving out rules for combat is a little bit cheeky, given their centrality in most RPGs! I'd be curious to see how you intended that to go.

My main concern with the system is with the resolution mechanic:
- the d20 seems dwarf the stats - why bother recording stats in the range +/- 1-3 if you're going to add 1d20 to them? They don't seem to make much practical difference to the odds.
- likewise the differences between difficulty levels the maximum range for a human is +/-3, which is only one difficulty band on your current scale.
- so I think you need to either a) increase the range of the basic stats; or b) use a smaller die than 1d20, with narrower difficulty bands.
- finally, I don't see why you are adding 1d4 to the main 1d20 roll; unless this extra die has a special function you haven't described, you might almost as easily leave it out and adjust all the Target Numbers by 2-3 points.

I'm curious why you score the stats at +/-3 rather than just counting them at the face value of the (i.e. 1-6). What is the benefit of that to outweigh the awkwardness of translating every number you read from the dice and working with negative numbers? And do you see a special benefit in NOT having a way to represent a STAT of 0?

If you feel you really need negative stat scores, the dice might be a bit easier to read if the scores 1-3 on the dice corresponded to scores 1-3 of the stats, and you read 4-6 as the negative numbers. Or you could have custom dice...

You might streamline things even further by giving NPCs/ monsters a smaller set of stats. Depending on the style of game, a lot of monsters might e.g. need only Size and Skill. Why use 6 dice to represent a critter that will only ever appear in one combat scene? A minor NPC might not need ANY stats, if it is in a non-combat role. Or just a single STR score, so it can fight if need be.

Having said all of this, the dice system seems most useful for one-shot games or transient NPCs. If a character is going to appear in another session, its scores will have to be written down anyway... 8) "