Just a though.
The only problem with minimalist games is that the players have to bring more game to the table to fill in the gaps.
Not everyone is up to that.
Sunday, July 1, 2012
SKETCH / Labyrinth Lord Magic
Been thinking about magic, D6 we used an 'open book' system, fist level spells had a 'Difficult' base level. Difficulty levels moved up and down depending on several factors, Snap Shot or Repeat Performance would move the difficulty up; Extra Casting Time or Purely Defensive would move it down.
Maybe a point buy system for a spell by spell list.
I may go with a variation of the Dungeon Squad! Spell List
(yes, only six; but they get the job done)
DAZZLE causes one man-sized enemy to hesitate for every 2 points rolled. Bigger creatures require 4 points; smaller ones, 1! Victims cannot take any action for a turn when they are dazzled. Can be cast once per battle.
FIREBALL does triple its die in damage but can only be used once per adventure! Roll the Fireball's die, then multiply the result by three. Anyone near the target takes the straight, pre-multiplication Fireball die in damage as well - a powerful spell!
HEALING restores its die in hit points to the person the wizard chooses. This spell can be cast once per battle, and can only assist one person.
LIGHTNING does its die in damage divided as the wizard chooses among targets. Can be cast every turn.
LUCK allows you to add your die to another person's roll, before they make it! Or reduce an opponents roll by the same amount, before they make it. Can be cast every turn.
MAGIC SHIELD protects a single person the wizard chooses (including the wizard if she desires) from its die in damage, which is chipped away until it is gone. Can be cast once per battle
Maybe a point buy system for a spell by spell list.
I may go with a variation of the Dungeon Squad! Spell List
(yes, only six; but they get the job done)
DAZZLE causes one man-sized enemy to hesitate for every 2 points rolled. Bigger creatures require 4 points; smaller ones, 1! Victims cannot take any action for a turn when they are dazzled. Can be cast once per battle.
FIREBALL does triple its die in damage but can only be used once per adventure! Roll the Fireball's die, then multiply the result by three. Anyone near the target takes the straight, pre-multiplication Fireball die in damage as well - a powerful spell!
HEALING restores its die in hit points to the person the wizard chooses. This spell can be cast once per battle, and can only assist one person.
LIGHTNING does its die in damage divided as the wizard chooses among targets. Can be cast every turn.
LUCK allows you to add your die to another person's roll, before they make it! Or reduce an opponents roll by the same amount, before they make it. Can be cast every turn.
MAGIC SHIELD protects a single person the wizard chooses (including the wizard if she desires) from its die in damage, which is chipped away until it is gone. Can be cast once per battle
SKETCH / Labyrinth Lord basic mechanics.
Farsight Games is having downloading problems. To get a copy of SKETCH you can email Jonathan Hicks on the contact page
http://www.farsightgames.moonfruit.com/#/about-us/4530546241
or go to his blog.
http://www.farsightblogger.blogspot.com/
SKETCH uses two rolls: Skill Rolls and Opposed Rolls.
When a character attempts a task, they roll against their appropriate skill set.
"The Skills Golden Rule is: Rolls of natural 6 are always a failure; rolls of
natural 1 are always a success."
Tasks can be modified:
Difficulty Change Skill Level By:
Very easy +3
Easy +2
Normal 0
Hard -1
Very Hard -2
Extremely Hard -3
Opposed Rolls are when two PCs or NPCs are in direct contest, Each rolls a D6 then adds the skill level to the roll.
Missile and magic attacks are Task Rolls.
Melee is an Opposed Roll.
http://www.farsightgames.moonfruit.com/#/about-us/4530546241
or go to his blog.
http://www.farsightblogger.blogspot.com/
SKETCH uses two rolls: Skill Rolls and Opposed Rolls.
When a character attempts a task, they roll against their appropriate skill set.
"The Skills Golden Rule is: Rolls of natural 6 are always a failure; rolls of
natural 1 are always a success."
Tasks can be modified:
Difficulty Change Skill Level By:
Very easy +3
Easy +2
Normal 0
Hard -1
Very Hard -2
Extremely Hard -3
Opposed Rolls are when two PCs or NPCs are in direct contest, Each rolls a D6 then adds the skill level to the roll.
Missile and magic attacks are Task Rolls.
Melee is an Opposed Roll.
SKETCH / Labyrinth Lord
Started a SKETCH dungeon crawl at The Playground.
First thing, the six attributes are skills sets as well. You choose '1' through '6' for each attribute. Higher is better, the mechanic is to roll one D6, success if the roll is equal to or lower than.
Bear in mind
=<6
6 - 100%
5 - 83%
4 - 66%
3 - 50%
2 - 33%
1 - 17%
Demi-human restrictions:
Dwarves - Dex maxes out at 4
Elves - Con maxes out at 4
Haflings - Str maxes out at 4
Note: all rules are subject to well reasoned haggling.
Thorin (my traditional dwarf door kicker)
Strength (in SKETCH is HPs) 5
Str - 6
Melee combat, kicking in doors, lifting and throwing heavy things, ...
Con - 5
Save vs damage, save vs poison, ....
Int - 4
Perception, reasoning, remembering obscure facts, ...
Dex - 3
Ranged combat, getting out of the way, throwing not so heavy things....
Wis - 2
Guessing, calling on higher powers, ....
Chr - 1
Meeting and greeting people, knowing your way around a city or town...
Reasonable gear is assumed. I'm still debating a point buy for bonus gear.
Dwarves speak goblin, gnome, and kobold.
Stone Sense replaces infravision, but dwarves can still "detect traps, false walls, hidden construction, or notice if passages are sloped."
First thing, the six attributes are skills sets as well. You choose '1' through '6' for each attribute. Higher is better, the mechanic is to roll one D6, success if the roll is equal to or lower than.
Bear in mind
=<6
6 - 100%
5 - 83%
4 - 66%
3 - 50%
2 - 33%
1 - 17%
Demi-human restrictions:
Dwarves - Dex maxes out at 4
Elves - Con maxes out at 4
Haflings - Str maxes out at 4
Note: all rules are subject to well reasoned haggling.
Thorin (my traditional dwarf door kicker)
Strength (in SKETCH is HPs) 5
Str - 6
Melee combat, kicking in doors, lifting and throwing heavy things, ...
Con - 5
Save vs damage, save vs poison, ....
Int - 4
Perception, reasoning, remembering obscure facts, ...
Dex - 3
Ranged combat, getting out of the way, throwing not so heavy things....
Wis - 2
Guessing, calling on higher powers, ....
Chr - 1
Meeting and greeting people, knowing your way around a city or town...
Reasonable gear is assumed. I'm still debating a point buy for bonus gear.
Dwarves speak goblin, gnome, and kobold.
Stone Sense replaces infravision, but dwarves can still "detect traps, false walls, hidden construction, or notice if passages are sloped."
Friday, April 13, 2012
SKETCH Zombie Apocalypse Skills
SKETCH Zombie Apocalypse Skills. also good for Attack of the Giant Atomic Mutant Movie Monster
'adapted' from Evil Dead D6.
Jock Skills:
Getting Out of the Way
Riding Big Hairy Beasts
Burnin' Rubber
Tough Guy
Hurting Stuff:
Hurting Stuff with Your Bare Hands
Stabbing, Slashing and Bludgeoning
Shooting Stuff
Schoolin':
Science 101
Blowing Stuff Up
How Not to Die in the Wild
Medicine
Nerd Skills:
Fixing Stuff
Scrounge
Stopping the Bleeding
Paying Attention
People Skills:
Barkin' Orders
Stubborn Jackass
Talkin' Pretty
Lying, Mooching and Cheatin':
Cheap Bastard
Sneaky
Thieving
'adapted' from Evil Dead D6.
Jock Skills:
Getting Out of the Way
Riding Big Hairy Beasts
Burnin' Rubber
Tough Guy
Hurting Stuff:
Hurting Stuff with Your Bare Hands
Stabbing, Slashing and Bludgeoning
Shooting Stuff
Schoolin':
Science 101
Blowing Stuff Up
How Not to Die in the Wild
Medicine
Nerd Skills:
Fixing Stuff
Scrounge
Stopping the Bleeding
Paying Attention
People Skills:
Barkin' Orders
Stubborn Jackass
Talkin' Pretty
Lying, Mooching and Cheatin':
Cheap Bastard
Sneaky
Thieving
Sunday, April 1, 2012
Dervish Skill List.
I looted the Microlite D20 Psionic skills for Dervish skills.
I figure the character has to be a Sufi first, then buy Really Unusual Background or Esoteric Knowledge, then buy skills.
Burst Move twice as fast for one round.
Catfall Instantly save yourself from a fall. Lessens damage of fall
by 10ft/level.
Chameleon Gain +10 bonus on Subterfuge rolls that involve hiding.
Claws of the Beast Your hands become deadly claws doing 1d6 damage.
Grip of Iron Your iron grip gives +4 bonus to hit in unarmed combat and
hold on to objects.
Inertial Armour +4 bonus to AC.
Metaphysical Claw Your natural weapon gains +1 bonus.
Thicken Skin Gain +1 to AC for 10 min./level. This is cumulative to other
powers.
Vigour Gain 5 temporary hit points.
Body Adjustment Heal 1d12 damage.
Body Equilibrium You can walk on nonsolid surfaces, Uncanny Agility.
Body Purification Restore 2 points of ability damage.
Painful Strike Your natural weapons deal an extra 1d4 damage.
Wall Walker Grants ability to walk on walls and ceilings.
Keen Edge, Psionic Doubles normal weapon's threat range.
Immovability You are almost impossible to move and gain DR 15/–.
Inertial Barrier Gain DR 5/–.
Oak Body Your body becomes as hard as oak.
Suspend Life Put yourself in a state akin to suspended animation.
Iron Body, Psionic Your body becomes living iron.
The Back Burner....
I'm putting Risus on the Back Burner for now, right next to Fudge.
I like the use of Careers in Barbarians of Lemuria, similarly we used Skill Blocks in Qwik-Six, but Careers is broader in context.
Picking through the Perks in Jags
And have been looting a massive Microlite 20 freebie for ideas and psionics skills for the Sufi and Dervish careers.
Retroroleplaying.com
I like the use of Careers in Barbarians of Lemuria, similarly we used Skill Blocks in Qwik-Six, but Careers is broader in context.
Picking through the Perks in Jags
And have been looting a massive Microlite 20 freebie for ideas and psionics skills for the Sufi and Dervish careers.
Retroroleplaying.com
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