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Attempting to make a super light RPG: QUICKD6
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<blockquote data-quote="Morrus" data-source="post: 7498166" data-attributes="member: 1"><p>Just whiling away an hour or two before I appear on a podcast.</p><p></p><p>So here's my initial idea, which I'm calling QUICKD6. Or maybe QUICK SIX. That sounds better.</p><p></p><p><strong>CORE MECHANIC</strong>[HR][/HR]To do anything you roll 3d6. On a 10 you succeed (unless it's opposed against another creature, in which case both roll 3d6 and the highest wins).</p><p></p><p>Situational modifiers can add or remove a dice, as can awesome or poor tools.</p><p></p><p></p><p><strong>CHARACTER CREATION</strong>[HR][/HR]You have 3d6 (or a number of dice equal to your LEVEL if you are not LEVEL 3) to divide between a bunch of things you're good at. For example:</p><p></p><p>2d6 - fighting</p><p>1d6 - running</p><p></p><p>These increase the 3d6 you normally roll. So when running, you roll 4d6 instead of 3d6.</p><p></p><p>MAGIC (or PSIONICS), unlike other things, starts at 0d6. Because it's magic. It has a special rule: you can use it for anything (attack, lift a thing, etc.), but each time you use it it goes down by one die. When it reaches zero, you can't do any more magic. It restores after a full night's sleep.</p><p></p><p>You also choose two things you are not good at. For example:</p><p></p><p>- bluffing</p><p>- swimming</p><p></p><p>When doing one of these things you roll 2d6 instead of 3d6.</p><p></p><p>Your HEALTH is the same as your LEVEL. Some creatures might be lower level, but PCs start at LEVEL 3.</p><p></p><p>So your character sheet is super simple. It looks like this:</p><p></p><p><strong>BOB THE BARBARIAN (LVL 3)</strong></p><p>Fighting 5d6</p><p>Running 4d6</p><p>-------------------</p><p>Bluffing 2d6</p><p>Swimming 2d6</p><p></p><p><strong>SKILLS</strong>[HR][/HR]Choose from this list:</p><p></p><p></p><p>Fighting</p><p>Magic/Psionics* (starts at 0d6)</p><p>Stealth/Thievery</p><p>Bluffing/Charm/Charisma</p><p>Intimidation</p><p>Athletics/Climbing/Swimming/Running</p><p>Science/Lore (depends on genre)</p><p>Medicine/Healing</p><p>Art</p><p>Crafting</p><p>Gaming/Gambling</p><p>Performing/Singing/Dancing</p><p>Computers/Hacking</p><p>Engineering/Explosives</p><p>Trivia</p><p>Driving/Piloting</p><p>Outdoors/Survival/Tracking</p><p>Bravery/Resolve</p><p>Perception</p><p></p><p><strong></strong></p><p><strong>ADVANCEMENT</strong></p><p></p><p>[HR][/HR]After each adventure you get +1d6 to distribute, but you cannot negate a thing you're bad at. This also increases your LEVEL (and HEALTH) by 1.</p><p></p><p></p><p><strong>COMBAT</strong></p><p>[HR][/HR]Make an opposed check to attack. Loser loses 1 HEALTH. At 0 HEALTH you fall unconscious. </p><p></p><p>You can pay (sacrifice) any of your attack dice for damage points at a 1:1 ratio. So if you have 8d6 in Fighting, you can choose to roll 6d6 and do an extra 2 damage (3 HEALTH).</p><p></p><p></p><p><strong>MONSTERS</strong></p><p>[HR][/HR]Note that monsters are made freeform, so don't have to follow those rules, though it's HEALTH and LVL is still the total of its bonus dice. Monsters can have unique skills not on the normal list (like Flying, etc).</p><p></p><p><strong>KOBOLD (LVL 2)</strong></p><p>Hiding 4d6</p><p>Climbing 4d6</p><p>-------------------</p><p>Fighting 2d6</p><p></p><p><strong></strong></p><p><strong>ORC (LVL 4)</strong></p><p>Fighting 4d6</p><p>Running 4d6</p><p>Tracking 4d6</p><p>Intimidation 4d6</p><p>-------------------</p><p>Social 1d6</p><p>Stealth 2d6</p><p></p><p><strong></strong></p><p><strong>DRAGON (LVL 16)</strong></p><p>Fighting 7d6</p><p>Flying 6d6</p><p>Perception 5d6</p><p>Intimidation 6d6</p><p>Appraisal 4d6</p><p>Magic 3d6</p><p>-------------------</p><p>Stealth 2d6</p><p></p><p></p><p>Needs a bit more work, but them's the bare bones off the top of my head.</p><p></p><p>[ATTACH]101729[/ATTACH]</p></blockquote><p></p>
[QUOTE="Morrus, post: 7498166, member: 1"] Just whiling away an hour or two before I appear on a podcast. So here's my initial idea, which I'm calling QUICKD6. Or maybe QUICK SIX. That sounds better. [B]CORE MECHANIC[/B][HR][/HR]To do anything you roll 3d6. On a 10 you succeed (unless it's opposed against another creature, in which case both roll 3d6 and the highest wins). Situational modifiers can add or remove a dice, as can awesome or poor tools. [B]CHARACTER CREATION[/B][HR][/HR]You have 3d6 (or a number of dice equal to your LEVEL if you are not LEVEL 3) to divide between a bunch of things you're good at. For example: 2d6 - fighting 1d6 - running These increase the 3d6 you normally roll. So when running, you roll 4d6 instead of 3d6. MAGIC (or PSIONICS), unlike other things, starts at 0d6. Because it's magic. It has a special rule: you can use it for anything (attack, lift a thing, etc.), but each time you use it it goes down by one die. When it reaches zero, you can't do any more magic. It restores after a full night's sleep. You also choose two things you are not good at. For example: - bluffing - swimming When doing one of these things you roll 2d6 instead of 3d6. Your HEALTH is the same as your LEVEL. Some creatures might be lower level, but PCs start at LEVEL 3. So your character sheet is super simple. It looks like this: [B]BOB THE BARBARIAN (LVL 3)[/B] Fighting 5d6 Running 4d6 ------------------- Bluffing 2d6 Swimming 2d6 [B]SKILLS[/B][HR][/HR]Choose from this list: Fighting Magic/Psionics* (starts at 0d6) Stealth/Thievery Bluffing/Charm/Charisma Intimidation Athletics/Climbing/Swimming/Running Science/Lore (depends on genre) Medicine/Healing Art Crafting Gaming/Gambling Performing/Singing/Dancing Computers/Hacking Engineering/Explosives Trivia Driving/Piloting Outdoors/Survival/Tracking Bravery/Resolve Perception [B] ADVANCEMENT[/B] [HR][/HR]After each adventure you get +1d6 to distribute, but you cannot negate a thing you're bad at. This also increases your LEVEL (and HEALTH) by 1. [B]COMBAT[/B] [HR][/HR]Make an opposed check to attack. Loser loses 1 HEALTH. At 0 HEALTH you fall unconscious. You can pay (sacrifice) any of your attack dice for damage points at a 1:1 ratio. So if you have 8d6 in Fighting, you can choose to roll 6d6 and do an extra 2 damage (3 HEALTH). [B]MONSTERS[/B] [HR][/HR]Note that monsters are made freeform, so don't have to follow those rules, though it's HEALTH and LVL is still the total of its bonus dice. Monsters can have unique skills not on the normal list (like Flying, etc). [B]KOBOLD (LVL 2)[/B] Hiding 4d6 Climbing 4d6 ------------------- Fighting 2d6 [B] ORC (LVL 4)[/B] Fighting 4d6 Running 4d6 Tracking 4d6 Intimidation 4d6 ------------------- Social 1d6 Stealth 2d6 [B] DRAGON (LVL 16)[/B] Fighting 7d6 Flying 6d6 Perception 5d6 Intimidation 6d6 Appraisal 4d6 Magic 3d6 ------------------- Stealth 2d6 Needs a bit more work, but them's the bare bones off the top of my head. [ATTACH=CONFIG]101729._xfImport[/ATTACH] [/QUOTE]
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