Saturday, February 4, 2012

2D6: Expanded ART (proposed)

Based on a suggestion by Darius, I am fiddling with the idea of an expanded ART that will include difficulty categories into the table; the table still functions the same but opens up a little more variety.  The proposed changes are presented below.

Using the Action Result Table
1. The GM sets the difficulty of the attempted action; this determines the column to use in the ART.
2. Compare the character's Skill or Attribute Rating against the opposing Skill, Attribute, or Challenge.
2. Take the difference (positive, negative, or even zero) and apply it to a 2D6 roll.
 3. Refer to the appropriate column in the chart below to see the outcome of the attempted action.

Special rolls: There are two special rolls that are handled somewhat differently from the procedure outlined above. If a player rolls double 1s then the attempted action is an automatic failure with no further rolls needed. If a player rolls double 6s the roll is not modified by as in step 2 above. Instead, the dice are rolled again, added to the previously rolled 12, and then the modifier is added to the roll. Even if a task seems impossible a lucky roll just may be what it takes to save the day.


      Action  Result Table
Standard
Hard
Very Hard

2 or less
4 or less
6 or less
Mishap
3 to 5
5 to 7
7 to 9
Failure
6 to 11
8 to 13
10 to 15
Success
12 or more
14 or more
16 or more
Critical

The following guidelines may be used when interpreting the results from the Action Result Table.
Mishap: The attempted action not only fails but has unexpected consequences such as the character drops or breaks his weapon, accidentally injures himself, the spell backfire, or some other similar outcome. The decision is in the hands of the GM to determine the details of the mishap in correlation to the attempted action.
Failure: The attempted action fails to achieve the intended results.
Success: The attempted action succeeds and achieves the intended results; this could be anything from a moderate to success to a complete success depending on the circumstances. The higher the roll, the better the outcome.
Critical: The attempted action not only succeeds but also has unexpected benefits such as a major wound inflicted on the target, a bulls eye shot, or some other similar outcome. Again, it is the duty of the GM to determine the details of the critical in correlation to the attempted action.

It might still need a little tweaking but that's the general idea...

13 comments:

  1. I like the proposed system a lot; good job. While the 1d6 system you were working on might be a tad more original, a 2d6 mechanic would seem to offer more satisfying result curves (which you have demonstrated).

    Plus, gamers of all ages enjoy rolling dice; chucking one die doesn't quite measure up.

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  2. Thanks!

    Yeah, the bell curve is just more attractive to me. I like the idea of a single D6 system but it seems so limited in scope to me. I may return to it at a later time. There's still plenty of work that needs to be done but I am aiming for a complete fantasy game using this system. Hopefully, it can translate to some other genres pretty smoothly.

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  3. Maybe the Warrior, Wanderer, Weaver 3 class concept?

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  4. But why even have a written skill per say when you have different levels of difficulty added in already on the chart.

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    1. I think a list of sample skills would work. Players could use them as an example for creating new skills.

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  5. http://en.wikipedia.org/wiki/Sword_World_RPG

    Check dis out.

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  6. Ever though of doing a minimalist/freeform RPG based on 2d6?
    Just four attributes like Might Moves Mind Manipulation and no more detail of the class other than races and class such as Elf Ranger, Human Fighter, Halfling Necromancer, or Felanoid Ninja. Only one sentence to describe a class or race is allowed! Beyond the race class and four attributes the rules are left up to you. Of course there would be equipment list and such. No spell list! All improvised magic but not complicated at all. Sound cool?

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    1. lol...meant to reply up here about Sword World. It sounds very cool and easy to use. Do you know if there is an English translation? You are the second person to mention Sword World to me. I'm interested in checking it out.

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  7. Sword World looks very cool. I wonder if there is an English translation?

    The thought of doing a minimalist 2D6 RPG has crossed my mind. That does sound like a cool idea. I would probably just go with a single column chart on that one and just apply difficulty modifiers like -2, +3, etc. UNLESS it was character vs. character then the difference between attributes or skills would be figured into the roll. Smooth and easy to follow.

    I like the idea of using simple descriptions like Elf Ranger, Human Figher, etc. to describe a character. I think along with that each starting character could begin with a small list of focus abilities that would apply to certain situations like Leadership, Animal Handling, Healing, etc. Maybe they could give a small (+1 or +2) further bonus to the roll.

    Hmmm......

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  8. Sword World is available as a fan translation. It is the hybrid Class/Skill game I mentioned in a previous comment. If more people knew Japanese I think it would really have help rpg design both of tabletop and computers.

    You can find book 1 translated here: http://swordworld.wikia.com/wiki/Book_1_Translation

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  9. Weird, I thought I posted a link, but when I come to take a look, it isn't here. Take a look here for SW. It is a fan translation. This is the Japanese class/skill hybrid I mentioned to you.

    http://swordworld.wikia.com/wiki/Book_1_Translation

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    1. Nice! I will check that out. Thanks for the link!

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