Simple TTRPG System Overview

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Simple System

d6 pool system
- roll d6 equal to attribute + skill (+ modifiers)

- 4's+ are hits (??? maybe 5's+ ???)

- 1 hit equals a 'mixed' success (success at a cost)

- 2 hits equal a 'full' success (success at no cost)

- 3+ hits equal a 'resounding' success (success and a little extra)

- 0 hit equals failure (no success)

- 0 hit with at least one 1 on the dice is a 'resounding' failure. (failure at a cost)

Note - failure can often be resounding

Examples of 'costs'

- additional time

- addtional space

- additional resources

- equipment lost

- bridge burned

- focus lost(?)

Story Points
- a pool of points equal to the number of players at the table

- GM's points and PC's points are kept separtely as 'teams'

- can be used for narrative interventions.

Focus
- what make the PC's 'protagonists'

- spendable points per character

- extra dice

- 6's 'explode'

- dice re-roll

- second wind

- extra action

Difficulty and Modifiers


Difficulty

- Difficulty is an absraction of the challenge presented by the action being attempted.

- is a catch-all for complexity (lock/good haggler etc.) and circumstantial (time/weather etc.)

- range from 1 to 5 and is taken from the pool of the character(s) taking the action.

Modifiers

- modifiers tend to be more static and 'permanent' and come in bonus and penalty varieties.

- examples include wounds and equipment. Also cover etc.

- penalties take dice from the characters pool, bonuses add to it.

- modifiers aggregate

Actions and Combat


Mixed successes in combat

- half damage

- full damage but defensive penalty until next turn

- minor weapon mishap: lose AP next turn to clear, no test to end

- anything else that seems narratively appropriate.


Resounding successes in combat

- gain defensive bonus until next turn

- deal addtional damage

- give bonus to another PC

- anything else that seems narratively appropriate.

Resounding failure in combat

- serious weapon mishap: lose AP next trun to clear, requires test to end

- defensive penalty until next turn

- penalty applied to another PC

- anything else that seems narratively appropriate.

Attributes
measured from 0 to 3, mainly 1+. novice, journeyman, veteran.

- Brawn

- Agility

- Brains

- Wits

- Charm

- Will

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