
Often I find myself among friends and fellow roleplaying games junkies with little time and no preparation but the desire of playing a quick session.
There are a number of rules system (I believe, though, I know only one) that can be used to create an advencture and write characters up from scratch fast, but I created my own. After a little (very little!) testing I'm quite satisfied with the result, so I'm leaving it here.
Perhaps you'll try it, if so tell me what you think of it (even if you don't try it, actually).
There are a number of rules system (I believe, though, I know only one) that can be used to create an advencture and write characters up from scratch fast, but I created my own. After a little (very little!) testing I'm quite satisfied with the result, so I'm leaving it here.
Perhaps you'll try it, if so tell me what you think of it (even if you don't try it, actually).
Category Story / All
Species Unspecified / Any
Size 50 x 50px
File Size 8 kB
Listed in Folders
It was a refreshing read.
Not a fan of renaming the stats, and then not being serious about it. It's just confusing for old players, and new players will have to relearn them again for other games. Stick to the classic stat names.
At the start, why not take stat points, divide them by 2, and let the player decide how much of a bonus he/she wants to a specific stat? Emphasis on where the bonus is applied, not the stat. As in "With +1 STR you'll do extra +1 damage on all melee attacks" and "Not enough points left? Take them out of that other stat that you are not planning on using". And it’s easier to explain gear penalties around these modifiers. “This bow uses d10 for damage, but has an accuracy of -3.”
Not a fan of renaming the stats, and then not being serious about it. It's just confusing for old players, and new players will have to relearn them again for other games. Stick to the classic stat names.
At the start, why not take stat points, divide them by 2, and let the player decide how much of a bonus he/she wants to a specific stat? Emphasis on where the bonus is applied, not the stat. As in "With +1 STR you'll do extra +1 damage on all melee attacks" and "Not enough points left? Take them out of that other stat that you are not planning on using". And it’s easier to explain gear penalties around these modifiers. “This bow uses d10 for damage, but has an accuracy of -3.”
The ridicule on the stat names is due to an inside joke in my gaming group, but I still wanted to change then because the classic D&D ones -I feel- do not completely convey the same cathegories I had in mind. I wanted them to be "approaches" mostly, like those of the Fate RPG, therefore more vague. A weak person can do something violently successfully, for example.
I didn't much understand the stat part: you mean to use only modifiers instead of stat and modifier?
I didn't much understand the stat part: you mean to use only modifiers instead of stat and modifier?
In this system I use the stat for the "check against yourself" in which you must roll less or equal to your stat value. Of course you could still say that in this kind of checks the DC is 10+stat modifier, doesn't really change much either way
(by the way, thanks for the feedback!)
(by the way, thanks for the feedback!)
You are welcome.
From personal experience and recommendations of others - the less parts the board game has, the easier it is on players and you. Simplify if possible, and getting rid of the stat values altogether looks like a good thing to do in your case. But thats for you to decide.
From personal experience and recommendations of others - the less parts the board game has, the easier it is on players and you. Simplify if possible, and getting rid of the stat values altogether looks like a good thing to do in your case. But thats for you to decide.
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