Own Rules.. Simple one.. Easy to run.. Once I didn't have d20, so I rolled 4d6 instead..
This is "skeleton of realistic game".. And sorry for my english, I wrote this instantly from my mind..
Weapons, shield, etc. can be added..
Powers? In realistic world? Shift in realistic world?
Heal? Yes, it adds Health Points, but its more like Adrenaline, when you near death, so you do not feel pain at all..
Here we go..
Ability mod roll (Example: Str mod Roll; Dex mod Roll..) means.. You roll 1d6 x mod (Example: 1d6 x mod: 3 = 3d6)
ABILITIES
4d6, drop lowest
Strength
- Melee Attack; Thrown Attack
Constitution
Dexterity
- Ranged Attack
- Defense
- Initiative
Intelligence
Wisdom
Charisma
ACTIONS
- Character can use one Attack Action and one Movement Action per turn in any order
- Character can swap Attack Action to gain additional ½ character's Move Points for Move Action (Run)
- Defend is Free Action
- Buff is Move Action
- Heal is Move Action
INITIATIVE
- 1d6 + Dex mod
- If few characters or enemies has same result, they re-roll, to see who start first among them
ROUND
TURN
MOVEMENT POINTS
- All characters start with 6 Movement Points
- Character cannot move diagonally
- Character cannot move trough ally or enemy
- As part of Move Action, character can move before and after Attack (Example: Move 2, Attack, Move 4)
LOCK
- If the character is next to the enemy and wanna move away from enemy, or to the another square next to the same enemy, the enemy decides if enemy wanna use Lock
- If enemy do not wanna sue Lock, the character can use all remaining Movement Points
- If enemy wanna Lock enemy, both roll raw 1d6
Result:
- If result is same, they re-roll
- If character has better result, character can move up to character's Movement Points
- If enemy has better result, character can move up to character's Movement Points - the difference in the roll result
ATTACK
Character can Attack only on character's turn
Melee: Weapon Dice Roll + Str mod Roll + Weapon Power (read Weapon Durability rule)
Thrown: Weapon Dice Roll + Str mod Roll + Weapon Power (read Weapon Durability rule)
Ranged: Weapon Dice Roll + Dex mod Roll + Weapon Power (read Weapon Durability rule)
Dice results:
- 1 and 2 = Miss
- 3 and 4 = Half point (Two half points make 1 Damage, one half point do not deal Damage.)
- 5 = 1 Damage
- 6 = 2 Damage
(Character can melee Attack only characters 1 square away and in line. Some weapons have Reach, then character can attack 2 square away in line, and 1 square away diagonal)
DEFENSE
Character Defend on enemy turn, as respond to enemy Attack
Defend: Armor/Shield Points + Dex mod Roll + Armor/Shield Dice
Dice results:
- 1 and 2 = No defend
- 3 and 4 = Half point (Two half points make 1 Reduced Damage, one half ponts do not defend Damage.)
- 5 = 1 Reduced Damage
- 6 = 2 Reduced Damage
DAMAGE
Final Damage is equal to Damage - Reduced Damage
SURROUNDED
- -1 Defense Die when there are two enemies next to the character
OUTNUMBERED
- -1 Defense Die when there are tree enemies next to the character
- Outnumbered character is Surrounded in the same time, so the character get total -2 Defense Dice
RANGE
- Thrown and Ranged weapons do not have penalty to Attack within 6 squares
- Further than 6 squares, Thrown and Ranged weapons get -1 Attack Die penalty per 6 squares
COVER
If the character use Thrown or Ranged Weapon and Attack enemy that is behind ally, enemy, or some another obstacles, Attacked enemy gain +1 Defense Die per ally, enemy, or some another obstacle
HEALTH POINTS
3x Constitution + 3x Con mod
WEAPON DURABILITY
- Weapon Durability is same as Int mod
- When character have at lest one Weapon Durability, the character can apply Weapon Power to the Attack
- With every Attack that hits enemy and deal Damage, character loses one Weapon Durability
- When Weapon Durability is reduced to zero, the character cannot benefit from Weapon Power anymore
HEAL
- Character can use Heal per combat, equal to the Wis mod
- Character can use Heal as Move Action
- When character use Heal, the character regain 1d6 Health Points
BUFF
- Buff is same as Cha mod
- Character can use Buff as Move Action to give ally at least +1 Additional Dice
- Character can use Buff on any ally withing 6 squares of character
- Character can give ally any amount of Buff he wants (up to cha mod)
- Ally that received Buff must use Additional Dice in next two turn, if not used Additional Dice perish
- Ally can use Additional Points for Attack or Defend, and can even save Additional Dice for another turn if want
- Buff Additional Dice stack
INJURED
- When character is reduced to zero Health Points, the character cannot play until end of fight. If all allies are reduced to zero Health Points, they are all dead.
- If allies won the battle, character can recover, but roll 1d6 to see permanent Injuries.
- Character can have max 3 permanent Injuries, after that, character just recover after battle and do not get any new permanent injury.
Results:
- 1 = Left Leg (-1 Movement Point.. Etc)
- 2 = Right Leg (-1 Movement Point.. Etc)
- 3 = Left Hand (-1 Attack Dice.. Etc. Can lose hand..)
- 4 = Right Hand (-1 Attack Dice.. Etc. Can lose hand..)
- 5 = Torso (- Max Health Points)
- 6 = Head (Lose ear, -Hear Skill; Lose Eye, - ranged Attack Dice)
WEAPONS
Short Sword (Light)
- Attack Dice = 3d6
- Weapon Power = Copper +1;(or) Bronze +2;(or) Iron +3
- Thrown = Max range 12
- Can use Dex mod instead of Str mod for melee Attacks (not Thrown Attacks)
Long Sword (One Handed)
- Attack Dice = 5d6
- Weapon Power = Bronze +2;(or) Iron +3
- Can be used with two hands, +1 Attack Die
Great Sword (Two Handed)
- Attack Dice = 7d6
- Weapon Power = Bronze +2;(or) Iron +3
- -1 Movement Point
- When roll odd number of 3's and 4's, last half point can be used as 1 Damage
ARMORS
Light Armor
+1 Defense Point, +1 Defense Die
Heavy Armor
+2 Defense Points, +1 Defense Die, -1 Dex mod, -1 Movement Point
SHIELDS
Light Shield
+1 Shield Die
Heavy Shield
+1 Shield Point, +1 Shield Die; -1 Dex Mod
WEAPON COMBINATIONS
- Character can use two Light Weapons. Rolls are made combined (3's and 4's from one weapon can be combined with 3's and 4's from another weapon)
- Character can use one Light Weapon with One Handed Weapon. Rolls are made separately (3's and 4's from one weapon cannot be combined with 3's and 4's from another weapon)
- Character can use two One Handed Weapons, but each weapon get -1 Attack Die penalty. Rolls are made separately (3's and 4's from one weapon cannot be combined with 3's and 4's from another weapon)
- Light Weapon or One Handed weapon can be used in combination with a Shield.
- Two Handed weapon cannot be used in any combination.
Skills? 4d6
Some interesting..
Int for Crafting Weapons.. To fix Weapon after battle, and regain some, or all Weapon Power..
Cha for communication, even among players.. If they do not agree, they can roll 1 against another 1d6 + Cha mod, and result says where to go next, or what to do with an captured enemy etc..
Wis for collecting plants, crafting heal packs, maybe even curing permanent injuries..
Saving Throw?
4d6
4-14
, Fail
15-24,
Success