Streets of Peril

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Streets of Peril is a complete sword & sorcery TTRPG with a Renaissance setting inspired by the Holy Roman Empire. The game utilizes the Perilous D6 rules system, which is currently available for free while we are promoting Streets of Peril's Kickstarter. Dice colors elegantly convey competency without simply adding or subtracting dice from a pool. White dice succeed on a result of 4+, red on a 3+, and black on a 2+. Abilities and equipment determine the color of a dice pool.

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Stories of player-driven and characters receive experience for pursuing ambitions which are declared upon their creation. Combat is fast and intuitive, inspired by actual 16th century fighting. Magic rules are innovative, allowing spellcasters a great deal of flexibility in exchange for personal risk. This latest version of the game will be feature new art and content. You can click on the link below to follow the campaign and receive weekly previews.

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Jaeger

That someone better
For the epically lazy; Any chance we could get a quick rundown on how the system works?

Combat? Skills? Magic?

I'm getting some Burning Wheel Dice/Riddle of Steel Combat system vibes from your current description.

Is Streets of Peril something in a similar vein?
 

I’m more than happy to talk about some of the mechanics! The dice pool system is similar to other games of this nature. Skills are governed by attributes and the combined number of ranks a character has in a skill and its associated attribute determines how many dice are rolled for a skill check. Some skill checks have a set target number, or Difficulty Value, which is the number of successes that must be rolled. Other skill checks are opposed, the net number of successes determining the winner’s Success Value. Dice colors determine how often any individual die succeeds. This is similar if not identical to how Burning Wheel implements colored dice.

Combat involves opposed rolls. An attack roll is opposed by a defense roll. If the attack roll succeeds, its Success Value determines the base number of damage dice rolled, reflecting the lethality of more accurate attacks. Additional damage dice are rolled based on the character’s Might attribute and the weapon wielded. The damage roll is opposed by an armor roll. Some weapons may modify an armor roll, or simply bypass armor.

Opposed combat rolls may initially sound daunting. That’s a lot of different rolls! But combat is resolved very quickly as everything is rolled simultaneously and dice pools are not very unwieldy (usually 3-8 dice). We found this combat system makes it easier to reflect the difference between dodging/parrying attacks vs deflecting damage with armor. It also makes certain weapons behave in more intuitive ways (firearms defeating armor).

Magic is typically resolved as a standard skill check with spells having varying Difficulty Values. Arcane spells have no casting limitations, though casting spells can cary a risk. Rolling a 1 may result in the spellcaster being harmed and can also cause random magical phenomenon. Cultists commanding divine magic do not have as much flexibility as arcane spellcasters, though their miracles are not as risky.

Hopefully this helps paint a better picture of the mechanics! Definitely download the PD6 rules available in the above post to get a better idea of how it works.
 


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