Showing posts with label ART. Show all posts
Showing posts with label ART. Show all posts

Friday, September 14, 2012

Heads Up...

...On The Quick6 RPG System
I have finally had some clear thoughts about the Single D6 RPG system that I was brainstorming for a while back.  My concept is a game that is easy and quick to get up and running so people can just get to playing instead of preparing.  Some decisions I have made include:
 
  1. The name of the system will be Quick6 and will be completely - or maybe "almost completely" based around the use of six sided dice for game play.
  2. There will be a basic version of the rules will use a single D6 vs. the simple Action Result Table for task resolution. 
  3. There will be an "advanced" version using 2D6 vs. the expanded Action Result Table for task resolution.
I have begun working on the draft document of the basic version of Quick6: Fantasy and it seems to be coming together pretty good.  This will just be the initial ideas and will need further expansion and clarification.  I hope to have the draft document available for download in the next week or so.  I would not mind a bit if people would provide feedback once the document is available.  I know it has been a little while since I put down my very basic ideas but I would definitely appreciate any and all input.  I am not going for anything revolutionary to the hobby - just an easy to comprehend game with quick setup and smooth play.     

Friday, February 10, 2012

2D6: Decisions and (some) Details

The last few days of work have been pretty demanding of my spare time but I am back at work on my 2D6 based game system.  First of all, I do appreciate the comments and suggestions made by all that did so; even if they went in directions that different from mine.  The responses ensured that I looked at differing views and design intentions instead of just simply deciding on something out of thin air.  If I do not wind up using your idea in my design do not take that as a slight on your part; it boiled down to a difference of opinion or point of view and not a judgment on quality or usefulness.  Feel free to continue with suggestions in the future - suggestions are always helpful to me - or, even better, take your ideas and start making your own game; I would love to give some input!  The information below contains the basic ideas I have decided to use for this design.

Narrow Focus
I believe there was some initial talk on my part of just trying to start with a system and then fine tune it to each genre.  That plan has changed.  The focus of the game will now be on the fantasy genre.  I feel that by limiting the focus to just one genre that it would be easier to complete.  I may move on to other genres in the future.

Task Resolution
The 2D6 fantasy game will use a single, unified Action Result Table to determine the outcome of all actions in the game; regardless if the attempted action is striking with a sword, searching for a trap, deciphering a code, etc.  I know many games have different mechanics for different actions in their rules - some of my favorites are guilty of this - but I am getting to the age that I would rather play than worry about cross referencing this rule on page 48 with that rule on page 210 while keeping in mind that I need to remember the optional method detailed on page 58.  You get the idea.  I hope to have clear, concise rules that do not need to referenced every time a player has his character perform an action in the game.  One of the ways I will accomplish this is by putting the ART on the character sheet.

Attributes
Each character will be defined in the most basic physical and mental sense by the use of a short list of attributes.  I have went back and forth on the number of attributes to include in the game.  I am still not 100% sure but after reading some of the previous comments I have figured out that it would probably serve me best to come up with a make shift list of attributes and see how the talent list interacts with them.  Once that is determined, I can adjust the number or definitions of the attributes to suit the game.  At this moment, I am trying out 4 attributes:

Might [M]: a measure of the character's physical strength, constitution, and overall health.
Prowess [P]: a measure of the character's balance, coordination, and reflexes.
Knowledge [K]: a measure of a character's ability to store, understand, and use information.  
Will [W]: a measure of a character's mental toughness and ability to fight off stress.

The attributes will be rated on a simple scale that is easy to follow.  Negative numbers (-1,-2, etc.) are considered below average, zero (0) is considered average, and positive numbers (+1, +2, etc.) are considered above average.

I have tried several different methods for attribute generation ranging from point distribution, archetype selection, to random rolls.  I wanted race to play a role in the determination of attribute ratings but I did not want to do the typical modifier to a roll.  Instead, I came up with a chart of weighted rolls that will tend to create characters matching the typical adventurers of that race; at least, I hope that is what the following chart does.

              Might 
If your roll is a...
Dwarf
Elf
Human
2
-1
-2
-2
3
-1
-2
-1
4
0
-1
-1
5
0
-1
-1
6
0
-1
0
7
+1
-1
0
8
+1
-1
0
9
+1
0
+1
10
+2
0
+1
11
+2
0
+1
12
+2
+1
+2

This table is just an example and not the finished results but you get the idea.  Of course, I just realized that the chart is not set up to have the middle range of rolls be the most common results.  I *think* that would make a difference BUT I am no mathematician so I really do not know if it matters or not.

Talents
Talents will be the skills of this game system.  They will get a rating similar to attributes and work in much the same fashion. I am working on the talents now.

Boons
Boons are advantageous abilities that will also serve to help further individualize and customize your character.  Normally, a character with a Might +1 is basically equally as strong and tough.  A boon of Strong makes him physically stronger.  I have two ways I am evaluating to simulate this.  First, the boon could be slightly strong (+1) or very strong (+2).  You would simply apply this bonus on top of Might when you are doing a task that is related to strength.  Second, the other option I am looking at just gives you a bonus D6 to roll.  I am not sure if you get to pick the 2 rolls you want to keep OR assume a 6 is there and you get to roll 2D6 and use the highest.  

Final Thoughts
That is it for now.  It seems to be coming together a little bit now.  I will continue working on the talents list to see where I stand on the attributes.  If anyone has any input, feel free to share. 


 

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...

Friday, February 3, 2012

2D6: A New ART & New Direction

I have been brainstorming on the Single D6 design lately and I am temporarily suspending further design of it until I explore the possibilities with a 2D6 based game system.  I was fiddling around with the Action Result Table and came to the conclusion that  2D6 based ART would give much more variety and options for growth. The updated ART and information is presented below.

Using the Action Result Table
1. Compare the character's Skill or Attribute Rating against the Difficulty of the Action.
2. Take the difference (positive, negative, or even zero) and apply it to a 2D6 roll.
3. Refer to 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
If you roll a
The result is
2 or less
Mishap
3 to 5
Failure
6 to 11
Success
12 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.