hi hi
I had an urge to do something simple earlier and so I came up with some of the simplest RPG rules I could think of. This is for people who don't want to be bogged down by lots of numbers and hate having to look up obscure rules in a giant manual.
Also, there's no dice rolling involved.
Link: Fallout Equestria Simple RPG
It basically goes like this: Is your stat higher than the target?
• If yes, you succeed.
• If no, do you have resources and are willing to use them?
• If yes, then you spend the resources and succeed.
• If no, you do not succeed.
Its all about managing your limited resources, simple as that.
Fallout Equestria Simple Rules
Re: Fallout Equestria Simple Rules
The whole idea of energy sounds like a good idea i wouldn't mind testing it out if needed.
Re: Fallout Equestria Simple Rules
hi hi
I made a minor tweak to how magic spells work, as stated. They should be more useful now.
I made a minor tweak to how magic spells work, as stated. They should be more useful now.
Re: Fallout Equestria Simple Rules
I love it!
Personally. I would add a D6 on every stat when resolving success.
Personally. I would add a D6 on every stat when resolving success.
I made some tokens to be used for virtual tabletops such as roll20, might be of interest if you like a playing field for your games.
Re: Fallout Equestria Simple Rules
hi hi
I suppose as long as the dice roll done for all sides in any given conflict, it won't really change the game balance too much. Although it will possibly make the difference in ratings larger, which could put more pressure on any individual pool of resources. (I might suggest a D4 or Fate dice, instead of a D6, cause thats a pretty big difference, and adding a lot of randomness to it runs the risk of people ignoring their resources and just waiting until they get lucky.)
I suppose as long as the dice roll done for all sides in any given conflict, it won't really change the game balance too much. Although it will possibly make the difference in ratings larger, which could put more pressure on any individual pool of resources. (I might suggest a D4 or Fate dice, instead of a D6, cause thats a pretty big difference, and adding a lot of randomness to it runs the risk of people ignoring their resources and just waiting until they get lucky.)