SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Sum up your fav system in a paragraph

Started by HinterWelt, April 12, 2007, 03:35:44 PM

Previous topic - Next topic

Greentongue

Savage Worlds:
Assign a D4 to your Attributes and Skills. Increase the number of sides to the die as you get better.
Roll the die that the GM says applies. Roll a D6 because you're a "Hero". If either of the die roll their max, roll it again and add.
Take the highest total value rolled and see if you beat a 4. If you did, you succeded. Then see if you beat it by an additional 4, if you did there may be a bonus effect.
Four is the usual target value however, the target value can be higher for melee. The GM may also add or subtract a few points to the target value or the roll total based on conditions.


Savage Worlds in a Nutshell
=

droog

HeroQuest

All rolls are opposed rolls (contests) made on d20. In principle, any ability on the chr sheet can be used in a contest. In practice this is governed by narrative considerations (eg is it a fight or a debate?). Also in principle, any ability can be used to augment the primary ability (add one-tenth of the augmenting ability). An individual roll can come up as a critical, a success, a failure or a fumble. Compare the rolls on a table to determine the result, which ranges from a complete success to a complete failure (other results are major, minor and marginal for both success and failure).

Numerically, abilities default to 6 and range upwards potentially to infinity. Each twenty points in an ability gives you a mastery, which bumps your raw die roll to the next level (eg from a success to a critical).
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

mythusmage

Dangerous Journeys

Percentile roll under, with range set by skill and stat and (possibly) modified by circumstances. Skills linked to trait. Starting vocation gives a list of skills initially available, plus a short list of common skills, and the character has additional skills, the number depending on his traits. Investigate mysteries, seek out treasure, flummox bad guys, run a business. That's your life in Dangerous Journeys. :D
Any one who thinks he knows America has never been to America.