TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Spinachcat on April 17, 2016, 06:57:23 PM

Title: Explain how a RPG System works in 100 words!!
Post by: Spinachcat on April 17, 2016, 06:57:23 PM
In this thread (http://www.therpgsite.com/showthread.php?t=34294), AndrewSFTSN brought up an excellent discussion regarding the concerns regarding campaign starting exposition dumps.

After I posted my thread (http://www.therpgsite.com/showthread.php?t=34302) about Describing Settings in 100 words, I also realized, damn its also rough explaining systems!

In fact, that's much harder for 100 words. But this forum is full of giant brains!! So let's rock this!

So here's the rules:

Step 1) Describe how either a Homebrew system or a Published system works in 100 words (or less).

Step 2) If someone posts about a Published system you like, feel free to do your own take. It will be fun to see how different people present the same system.

Step 3) Profit!
Title: Explain how a RPG System works in 100 words!!
Post by: AsenRG on April 18, 2016, 01:10:58 PM
Quote from: Spinachcat;892375In this thread (http://www.therpgsite.com/showthread.php?t=34294), AndrewSFTSN brought up an excellent discussion regarding the concerns regarding campaign starting exposition dumps.

After I posted my thread (http://www.therpgsite.com/showthread.php?t=34302) about Describing Settings in 100 words, I also realized, damn its also rough explaining systems!

In fact, that's much harder for 100 words. But this forum is full of giant brains!! So let's rock this!

So here's the rules:

Step 1) Describe how either a Homebrew system or a Published system works in 100 words (or less).

Step 2) If someone posts about a Published system you like, feel free to do your own take. It will be fun to see how different people present the same system.

Step 3) Profit!

V:tM: It doesn't, patch it up;).

ORC:
You have 8 attributes (1-20) and huge number of setting-specific skills. Roll 1d20+Attribute (two attributes for combat actions)+Skill vs TN. In opposed rolls (like combat) compare MoS.
Non-combat skills give you +4 per level, unless you need the first level to even attempt it.
Combat skills give you different bonuses to specific actions.
In combat, you have one action and one reaction (you can split either in two for -10 to both rolls). If you get hit, roll a "save vs. status effect" and/or lose a set amount of Blood, Body and/or Incapacitancy. These are also attributes, ranging 1-6.
(Exactly 100 words:D).
Title: Explain how a RPG System works in 100 words!!
Post by: Christopher Brady on April 18, 2016, 02:04:23 PM
D&D 5e

Everything is based on hitting or exceeding a target number, except magic, but all you need about that is to read the individual spell.
Title: Explain how a RPG System works in 100 words!!
Post by: Justin Alexander on April 18, 2016, 06:27:04 PM
D&D 3E

When you attempt an action, roll 1d20 and add the modifier for the skill you're using. If the result is at least equal to the difficulty class number I assign, you'll succeed. In combat, the difficulty will be the target's Armor Class and, if you succeed, you'll roll damage based on your weapon and subtract it from the target's hit points. If you run out of hit points, you'll be unconscious or dead.

If you have spells, you can cast each spell on your prepared list once per day. Make sure to read them so you know how they work.
Title: Explain how a RPG System works in 100 words!!
Post by: dragoner on April 18, 2016, 06:48:48 PM
(this is too easy)

ALL

You role-play a character and roll some dice, or not.
Title: Explain how a RPG System works in 100 words!!
Post by: Old One Eye on April 18, 2016, 07:22:47 PM
Woohoo, over the top space opera with cliche space opera with space rangers and the like.  The party has just graduated the Academy and are going on their first independent mission in space.

Characters consist of 20 untrained skills.  Training gives rating 1 plus 1 for each additional training.

Roll (rating)d6 when using a skill.  Only keep the highest die.  If untrained roll 2d6 and use the lowest.

1 is critical fail
2 to 3 is failure
4 to 5 is success
6 is critical success