Simple Roll Rules Anyone?
Posted: Wed Nov 05, 2014 9:04 pm
Are you one of those people who love to Roleplay for the sake of story? But find PnP rules to be far to complicated to comprehend for a friend you wanted to invite or yourself? Do you feel that all these hundreds of pages of rules are restricting your enjoyment of RPing or GMing? But you find that having a diceless system could complicate things more? Like, how would you be able to decide if someone succeeded or not? What if a complete lack of rules only make things even worse? And will there ever be a Half Life 3.
If you came here wanting to know the last question, I'm sad to tell you that that will remain unanswered and be ignored.
But! While making plans on how to revive my RP Group that I GMed (and put on hiatus due to a number of stuff that was going on), I have made an idea to create a very simple and easy to understand dice system for roleplaying that anyone would be able to easily understand! No more arguments in the OOC about how certain rules would work (at least, that's what I hope for). No more having to skim pages just to find one single rule that someone pointed out. In this dice system, it will only focus on skills in combat and non-combat stuff, and that's it!
The idea so far is to use a dice system similar to the Vampire: The Masquerade Storyteller system. Each character will have 3 Primary Skills, 5 Secondary Skills, 3 Flawed Skills, and the rest Neutral. The d10 will be the only dice needed. In a circumstance will a player have to roll a number of d10 to get a number equal to or higher than a difficulty level. And for each success does it not only succeed, but is more effective. Say, 3 successes do more damage than 1 success. Primary skills will have 7 dice, Secondary 5, Neutral 3, and Flawed 1.
However, this is just the beginning concept, as I still need to get some other rules that involve a racial trait system for every race that can be played, allow from the Fallout system SPECIAL, two to three Traits, Perks after a GM decides a party has "leveled" up, and borrow weapons from the FoE PnP converted to these rules, create a flexible magic system that can allow for player made spells approved by the GM, a morale system that can affect dice rolls, Health, a magic/special point system for magic or race exclusive skills, how crit successes and failures work, and perhaps more. Even the name of the rule system is not final (as I have not come up with a good name yet).
So why did I just post a big wall of text for you to read? To waste your time. To see if anyone else would be interested in a rule system like this and give some feedback and recommendations on how it could be better for anyone interested in using them. I will post updates on anything else I come up with that can be used for these rules.
If you came here wanting to know the last question, I'm sad to tell you that that will remain unanswered and be ignored.
But! While making plans on how to revive my RP Group that I GMed (and put on hiatus due to a number of stuff that was going on), I have made an idea to create a very simple and easy to understand dice system for roleplaying that anyone would be able to easily understand! No more arguments in the OOC about how certain rules would work (at least, that's what I hope for). No more having to skim pages just to find one single rule that someone pointed out. In this dice system, it will only focus on skills in combat and non-combat stuff, and that's it!
The idea so far is to use a dice system similar to the Vampire: The Masquerade Storyteller system. Each character will have 3 Primary Skills, 5 Secondary Skills, 3 Flawed Skills, and the rest Neutral. The d10 will be the only dice needed. In a circumstance will a player have to roll a number of d10 to get a number equal to or higher than a difficulty level. And for each success does it not only succeed, but is more effective. Say, 3 successes do more damage than 1 success. Primary skills will have 7 dice, Secondary 5, Neutral 3, and Flawed 1.
However, this is just the beginning concept, as I still need to get some other rules that involve a racial trait system for every race that can be played, allow from the Fallout system SPECIAL, two to three Traits, Perks after a GM decides a party has "leveled" up, and borrow weapons from the FoE PnP converted to these rules, create a flexible magic system that can allow for player made spells approved by the GM, a morale system that can affect dice rolls, Health, a magic/special point system for magic or race exclusive skills, how crit successes and failures work, and perhaps more. Even the name of the rule system is not final (as I have not come up with a good name yet).
So why did I just post a big wall of text for you to read? To waste your time. To see if anyone else would be interested in a rule system like this and give some feedback and recommendations on how it could be better for anyone interested in using them. I will post updates on anything else I come up with that can be used for these rules.