Showing posts with label action result table. Show all posts
Showing posts with label action result table. 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.     

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.



Sunday, January 29, 2012

Single D6: Action Results Table

My plans are for the single D6 game to be quick playing and easy to use.  I think the easiest way to do that is to base all attempted actions on the role of a single D6 against the Action Result Table.  Fans of Talislanta will find this table very familiar.  The process is pretty simple and straightforward.

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 D6 roll.
3.  Refer to the chart below to see the outcome of the attempted action.

Action Result Table
If you roll a The Result is
0 or less Mishap
1 to 2 Failure
3 to 5 Success
6 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.

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This is all just first impression type ideas without any play test being done at all.  I may have to adjust the numbers in the left hand column in the ART.  That will allow for a wider improvement range for characters over their adventuring career.  To go along with the table above, Attributes and Skills will be rated with positive and negative number; for example, -2, -1, 0, +1, +2.  This rating will be applied to the D6 roll in the appropriate situations related to the attribute or skill in question.