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<blockquote data-quote="Voadam" data-source="post: 9677467" data-attributes="member: 2209"><p>I played a fantasy D&D hack of <a href="https://www.drivethrurpg.com/en/product/236887/honey-heist?affiliate_id=17596" target="_blank">Honey Heist</a> and really enjoyed it. You roll to give yourself a multipart archetype as character creation and basically go. You have two types of skills both at 3. To succeed at a skill check when things were in doubt roll your stat or under on a d6. If you fail transfer one point to the other skill. We basically just used success or failure as an improv prompt.</p><p></p><p>Instead of the types of bears and criminal roles in normal Honey Heist it was D&D classes so instead of rolling to be a rookie black bear hacker I rolled a rookie cleric. Instead of Bear and Criminal skills it was Adventuring (fighting, casting, tough physical stuff) and Cunning (anything smooth or smart or devious).</p><p></p><p>The biggest change from other roleplaying games was removing the tactical mechanical subgame of combat and using a skill check when that came up.</p><p></p><p>Very rules light, lots of genre conventions guiding powers and such without any tracking of hp or spell slots or whatever.</p><p></p><p>When we hit a town infested with snakes I turned to the other rookie cleric and said, "Oh they covered this in Seminary! The Ireland protocol!" and we made adventuring checks to drive out the snakes while the slick knights were fighting them.</p><p></p><p>It worked great for a big group (8?) who were into roleplaying and improvising and a majority with no tabletop RPG experience as well as me with over 40 years of D&D experience.</p><p></p><p>Entire game on one page and it is free!</p></blockquote><p></p>
[QUOTE="Voadam, post: 9677467, member: 2209"] I played a fantasy D&D hack of [URL='https://www.drivethrurpg.com/en/product/236887/honey-heist?affiliate_id=17596']Honey Heist[/URL] and really enjoyed it. You roll to give yourself a multipart archetype as character creation and basically go. You have two types of skills both at 3. To succeed at a skill check when things were in doubt roll your stat or under on a d6. If you fail transfer one point to the other skill. We basically just used success or failure as an improv prompt. Instead of the types of bears and criminal roles in normal Honey Heist it was D&D classes so instead of rolling to be a rookie black bear hacker I rolled a rookie cleric. Instead of Bear and Criminal skills it was Adventuring (fighting, casting, tough physical stuff) and Cunning (anything smooth or smart or devious). The biggest change from other roleplaying games was removing the tactical mechanical subgame of combat and using a skill check when that came up. Very rules light, lots of genre conventions guiding powers and such without any tracking of hp or spell slots or whatever. When we hit a town infested with snakes I turned to the other rookie cleric and said, "Oh they covered this in Seminary! The Ireland protocol!" and we made adventuring checks to drive out the snakes while the slick knights were fighting them. It worked great for a big group (8?) who were into roleplaying and improvising and a majority with no tabletop RPG experience as well as me with over 40 years of D&D experience. Entire game on one page and it is free! [/QUOTE]
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