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General Tabletop Discussion
*TTRPGs General
Agility System - More Actions!
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<blockquote data-quote="Wik" data-source="post: 5161255" data-attributes="member: 40177"><p>A much better, and simpler system, was found in the d6 rules. Basically, when you made a skill check, you rolled X dice and summed them up, with X being your rating in the skill. For every action you took beyond the first, you suffered -1 to each die roll. So, if you shot a gun three times, each roll would be at X-2. </p><p></p><p>The higher your skill, the more actions you could take and still be expected to succeed at. But if you got greedy with actions, all of them failed.</p><p></p><p>Take something similar. However, your agility attribute is basically a "pillow" of free actions per encounter (call it "adrenaline" or something, if you like). Instead of subtracting a die from your rolls, you instead spend one point of agility to cover the loss. Once you hit a point, though, you will start flubbing on your rolls. </p><p></p><p>If characters only get ONE action per round without penalty (and one action would be "move", "shoot", "Load my gun", etc), then being able to spend agility points becomes very important to cover your losses. </p><p></p><p>That being said, I'd make sure your other attributes are also very useful, to prevent people from loading into Agility. For example, Strength is both your ability to inflict damage, and your ability to resist damage (in D&D terms, STRENGTH and CONSTITUTION combined). Intelligence is somehow related to how you gain experience in game. And Spirit/Charisma translates to a "luck" mechanic that can let the player take control of the plot.</p><p></p><p>Just my two cents.</p></blockquote><p></p>
[QUOTE="Wik, post: 5161255, member: 40177"] A much better, and simpler system, was found in the d6 rules. Basically, when you made a skill check, you rolled X dice and summed them up, with X being your rating in the skill. For every action you took beyond the first, you suffered -1 to each die roll. So, if you shot a gun three times, each roll would be at X-2. The higher your skill, the more actions you could take and still be expected to succeed at. But if you got greedy with actions, all of them failed. Take something similar. However, your agility attribute is basically a "pillow" of free actions per encounter (call it "adrenaline" or something, if you like). Instead of subtracting a die from your rolls, you instead spend one point of agility to cover the loss. Once you hit a point, though, you will start flubbing on your rolls. If characters only get ONE action per round without penalty (and one action would be "move", "shoot", "Load my gun", etc), then being able to spend agility points becomes very important to cover your losses. That being said, I'd make sure your other attributes are also very useful, to prevent people from loading into Agility. For example, Strength is both your ability to inflict damage, and your ability to resist damage (in D&D terms, STRENGTH and CONSTITUTION combined). Intelligence is somehow related to how you gain experience in game. And Spirit/Charisma translates to a "luck" mechanic that can let the player take control of the plot. Just my two cents. [/QUOTE]
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