OFFICIAL
D6 Game System
By Michael Adams
12-6-03
3-3-04
3/5/04
3/24/06 (editing some)
(uploaded to webpage 07/17/2009)
Equipment necessary
Range String/Ruler used for range, as well as line of sight/attack.
Miniatures
2 or more die6s..
Here is an idea been thinking about, to keep things simple.
Use two D6s.. or maybe just one. The second d6 is used to decide how extreme or good the roll was? Not sure or just how successful it was for what you wanted it for? Second die is more for how to determine how much a success or fairilure you got, basically a fumble or crit.
INDEX:
STATS:
SKILLS:
SKILL ADVANCEMENT:
STAT MODIFIERS:
ARMOR:
WEAPONS:
EQUIPMENT:
MOVEMENT:
COMBAT:
MAGIC/PSIONICS:
NOTES FOR LATER USE:
Page 1
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STATS:
Everyone has a minimum of 1 in each stat. Given 7 points to add to the stat of their choice. Which means you have a character who is 3,3,4 or like spread. Unless you want to go for something else.
Mind = Mental things, like learning new things, how much you know, speed of thought. For Mentalists/Mages and Thieves. (Quickness)
Body = Physical strength. For Fighters (Not Constitution)
Soul = Spirit, how far you can go before you fall down. For Magic (Constitution and Faith)
How they relate to Skills. The more each stat you have, the more skills in that area you can have. So if you have a 3 body, you can have 3 combat skills? Maximum of 3 in each.
Might modify this for more skills? Maybe give everyone 6 skills points to place as wanted, and then have the above skill points based on stats level?
Mind is how well you direct things especially magic, body is how much power you can put thru, and soul is how long it lasts.. A good mind, means you can make things more precise.
Levels of STATS:
1= Poor
2= Medium
3= Average
4= Above Average
5= Super
6= Maximum
Derived Stats:
Lethal HP = How much body you have
Stun HP = How much Soul you have
Recovery = Roll your soul + modifiers from skills (mind and like)
Recovery is the ability to keep on going, even if you are below 0 in HPs, to get back up and just keep going. As well as get back up after being stuned..
Movement Ranks:
Standing
Slow
Normal
Fast
Extreme
Page 2
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SKILLS:
Skills are based on how many points you have in each area of your stats. Max points in a Mind Skill is based on the max of mind you have, same with maximum of level in said skill.
Skill:
0 No skill in it, but might use at minuses a like skill to help make up for it.
1 Basic knowledge
2 more knowledge
3 Expert at it, but not majorly.
4 Expert at the field and secondary skills in it.
5 Journeyman
6 Master
If you have a related skill, you can use a related skill but with a -3 to your to hit roll..
STARTING SKILLS:
Number of skills and how far you can go with them, and how fast you learn them is based on Mind. Unless the skill is a purely physical or spiritual skill.
Skills are maxed out based on your base stat of the skill. Physical skills, maxed out at how much body you have. If you want more skill levels, then you need to increase your body. Which is possible to a maximum of twice you base body. Lifting weights and like exercises. To a maxium of base Body+Soul.
If you want to advance a physical skill above the maximum, you have to have 1000 points of experience, and roll a Soul Roll to advance past the maximum.
MENTAL SKILLS:
Knowledge
Professions
Psionic
How to use Magic
PHYSICAL SKILLS:
Dodge
Weapons Skills
Weapons
Intimidate
SPIRITUAL SKILLS:
Faith
Magic (other than knowledge based magic)
Constitution
Concentration
Spot
MIXED SKILLS:
Diplomacy (Mental/Spirit)
Riding (name the type of animal or what the mount it)
Each only has 3 normal maximums. Or how about maximum of 6? Skills might have maximums of 6 or what? Will see how many skill points a person can have. Max 3 for a beginning character, unless they have good reasons.
Page 3
SKILL ADVANCEMENT:
If you have maxed out your skill, then no real way to increase your skills level. Other than via magical or other means. Of course you can always find ways to increase the base stats level?
Every time they engage in combat, they get a experience point, the more difficult the
combat the more points they get. For every 100 points they get ONE roll on the dice
for
advancement.
Advancement should be slow.
MODIFIERS TO STATS:
Everyone starts out as a normal person, free, middle class.
ADVANTAGES/DISADVANTAGES (Plus or Minus)
Minor 1 character point.
Medium 2 character points
Major 3 Character Points.
ADVANTAGES:
Magic Ability
Extra Sense (IR/UV/Sonar/Radar/Magic/etc)
DISADVANTAGES:
Blindness
Slave (Escaped)
Serf
Feudal Obligation
Code of Conduct
Debt
Obligation
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ARMOR:
How much the armor covers, what areas, as well as how well, and for what sort of damage
Or just go for general armor, and then modify as need?
Armor Piercing Blunt Slash Speed
Level Modifier Modifier Modifier Modifier Weight
Leather 1 1
Hard Leather 2 2
Chain Mail 3 3
Scale Mail 4 4
Plate 5 5
Heavy Plate 6 6
Piercing A pointed sword or a normal arrow or cross bow bolt.
Blunt Maces, heavy weapons, iron pipe as well as bullets (sling/firearm/etc), axes
Slash Sword (Katana/Schimitar and like, as well as table saws.
Armor is dependent on if it is fitted for the wearer, some armor becomes hard to wear if you have never worn the armor type and the armor it self.
If a PC has Plate Chest, Metal Helm, but the rest is leather then he is:
Head/Chest/Right Arm/Left Arm/Right Leg/Left Leg
4/4/1/1/1/1
Using a chart much like BattleTech Mecha armor sheet. Or like form. Aftermath form or like? But I think it should be as simple as possible. External and Internal Points? Based on placement of the armor.
So you take the above, and put the number in each part of the character sheet.
First place is Head, 2nd is Chest, 3rd is Left Arm, and so on. Modified by things like shield.
Shield normally modifies only the area it is in, unless you can make a deflection roll?
So if you leather armor, and it is in all areas.
It is 1/1/1/1/1/1 basically it covers the whole body, but is only 1 point of soak.
While Steel Armor might be
6/6/6/6/6/6
That is if it covers all, including the face.. If it does not cover the face, it is 5/6/6/6/6/6
Not sure how to handle, crushing, versus piercing yet?
Maybe do it, via the weapons damage rating?
If piercing, it does more lethal than stun, as well as does more damage.
While a crushing weapon does more stun damage (which can lead to lethal)
So if you are hit by 6 points of damage, and you are wearing leather, it takes up 1 point of that damage.
And a point of damge to the armor, everytime the armor is hit, it takes a point of damage.
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WOUNDS and DAMAGE:
Using the included armor placement chart, as well as stun max and
Hit location for sure. If a person is hit in a location, but the armor stops the damage, the area can get a stun.
Armor, will soak up a certain amount of damage, but has it's maximums..
Leg wounds cause an immediate check for if they leg is just wounded, or it is out of commission or what?
If the damage is equal to the amount of HPs per area, then the limb is no longer working (other than as a prop? Lowers movement ranking.
Normal people have a maximum of 6 wound points in any one area.
BODY: 6
Chance Maximum
to hit Wounds per area
Head:
Throat
Upper Chest
Lower Chest
Groin
Left Upper Arm
Left Lower Arm
Left Hand
Right upper Arm
Left Lower Arm
Legs and all.
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WEAPONS:
MELEE:
Slashing Sword
Piercing Sword
Bashing Sword
Maces and like weapons.
Chain and like weapons (ball and chain)
RANGED:
Bow
Cross Bow
Long Firearm
Short Fire Arm
Sling
To Hit:
Victim is aware: Wielders skill - obstacles (other players/branches/etc) - victims dodge
Victim is unaware: Wielders skill - obstacles - range
Wielders skill - victims dodge (or base mind) - modifiers
Modifiers are victim is aware? Are they flat footed?
Damage for Weapons is the wielders Body + 1d6
Magic weapons, add all or part of the wielders souls
Ranged weapons are modified by the range.
Close Range: +1 to damage
Medium: nothing added to damage
Long -1 to damage
Extreme -2 to damage
Other modifiers are things like:
How fast moving
Range
Aware
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EQUIPMENT:
What Cost Weight Skill Needed
Light Horse ? ? Riding
Fire Arm ? ? Fire Arm Skill for the weapon
Lantern
Flint/Steel
Backpack
Armor
Leather
Chain
Helmet
MOVEMENT:
Modifiers
To be To To be seen
Hit Spot Seen Speed
Crawling 1
Walking 2
Running 3
These are modified by armor, physical condition and other factors?
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COMBAT:
First you need to spot the enemy. Then you need react or act.
Who gets to act first, depends on if they have the jump on you, or you noticed each other.
Spot = The skill to see people, modified by situation?
To act/react, you need to figure out who saw who first, modified by who has the faster Mind.
Also can you act at all, weapon ready? Distance?
Ranged weapon is needed
Or Melee weapon?
Speed modified by situation and armor and other factors.
Attack Rating: (Weapon Skill + Mind + Weapon Speed) / 3
Defense Rating (Mind + Dodge Skill + Initiative) /3
Armor takes up damage, if you are hit. Armor Threshold is how much the damage the armor can take before it becomes unusable, and needs to be repaired or replaced. Even if the armor stops all the lethal damage, stun damage can still get thru. Armor also can affect the ability to dodge.
Maximum amount of armor is based on Body or would it be better spirit or some derived?
Lethal Limit = Body
Stun Limit = Soul
Recovery = Mind
Recovery is modified by a skill. Concentration
No matter what, you need to be healed, healing can take various forms.
If you do not heal after a wound, you will take more damage until you pass out, and then you will continue until you die. Other than natural healing (Recovery)
Damage Rating = (Weapon Skill + Mind + Body) /3
How much damage you do, before you add in what the weapon does.
Weapon maximum =
MAGIC/PSIONICS/POWERS:
Both are much the same.
One is internal to the person, faster, but often less flexible. While the other takes longer and is much more flexible to a degree.
Powers, most would be what would be called powers or Feats in other games.
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NOTES FOR USE
Mass combat.
Initiative
Actions per round. I like how Champions/Hero does it. The faster you are, the more actions you can do per round.. Mind, who ever has the faster mind, can do more per round?
Such as changing faces, changing weapons. Seeing more or being to indepth into combat/actions.
Armor to be done like battle tech mecha. Transfer of damage to be much the same?
Skills and trees, like how D20 does it..
Rounds and actions per round like HERO.
What else?
Blow thru and blow back? The ability to push your way thru an opponent or group of them, as well as be able via your weapon or shield, to be able to push someone off balance, as well as recover from it if done to you.
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OPTIONAL FOR NOW:
1 = Poor
2 = Weak
3 = Low Medium
4 = High Medium
5 = Strong
6 = Super Human
Derived stats:
Physical Dex = (Mind + Body)/2
Speed = how many moves per round a person can do. Likely just the same as Mind
Base speed vs pushed speed. How long it last is your body. 6 body = 6 rounds. How far you can push it, body+soul, but when you are done, you have to roll for exchaustion, namely D6-time spent pushed. So if you have a 6 body, and a 5 soul, you can be pushed in speed to 11, versus 6. But it lasts for 5 rounds, and if you only go 3 rounds pushed, you roll d6-3+2 (the remaining time you had) = and if you roll above 0, you do okay, but at zero or below and you are fatigued. And you still have 2 points to use for, if you want to push or just use them to minus the roll for staying up..
Ideas for stats:
Dex/Reaction
Speed
Mental Reaction
A person has 5 or 6 points to place in the above stats..
When they do an action, they roll a D6, based on that number + the above stat that covers the action, minus how hard the action is.
Defines if they accomplish the action.
Easy = -0 Medium = -1 Hard = -2 Extra Hard = -3 Impossible = -4 Then adding in what skills they have that covers the things being done, averages out.
Skills are like paths, some paths lead to other skills, and some don't normally.
Advanced Skills, you have to have a 3 in the skill, and then you can spend points on an advanced skill, which allows you to take away either one level of difficulty, or you can move things like aimed shots to hit where you want it to hit, or for more damage.
If they have advanced skills, they can use the advanced skill to take out one of the minues to a lower level of how hard it is..
Example:
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COMBAT Miniatures or like required I think?).
Initiative: Done by a persons Soul, how in tune they are. But the person has to be
within range of the target (extreme range), and weapon has to be readied.
Weapon has to be declared before they are technically engaged in combat.
Roll a D6, add the persons soul, and that is the inititive. Who ever has the highest
can then attack or act, but they have to be facing. If they are not in a position
to fire or act, there is minuses. -1 for simple turn, to -3 for near impossible.
Dodge and like skills come in handy for reducing the penalties.
First you determine what weapons if any the players and monsters are using. Then determine if the players or monsters can even detect or see the enemy. Then if they can see each other, then are they with in range of the enemy for the stated weapons. Also what cover is available for each person in play. So what if I can hear you, I have no weapon that can hit you. Initiative needs to be determined, group or invidual. Group for the monsters of like abilities. Use of string almost mandatory here, to get line of sight, and range.
Round begins:
Can anyone move, not only based on initiative, but also on availablity of movement.
Movement includes, spells, attacks, defenses, jumps, leaps, freeing yourself from something and like things.
Are they within range of the enemy, is there anything blocking them that needs to be gotten around, like another player or monster?
Wielders Skill with it (and any specials)
Weapon type used
Actions of the Defender (dodge, can't do anything, attack as well with minuses).
Type of Damage: Crushing, Cutting, Slicing and if armor can soak it up.
COMBAT:
Using String to tell how far things are, if need be.
Range 0: Grapple range, all other weapons take minuses to hit and damage.
Range 1: Melee Range, grapple possible, but minuses to hit, Ranged weapons possible, but minuses to hit and damage.
Range 2: Ranged Attacks, melee and grapple not normally possible.
Range 3: Extreme Range, minues to hit, damage and may need magical means to hit at all.
GRAPPLE:
MELEE:: Most of the numbers should already be known, or done by the GM as needed.
Length 1-3
Speed 1-3
Skill of user 1-3
Since all should be within Range 1 (distance of weapon they are using).
Determine if the person who is using the weapon hits.
Compare the D6 of the attacker+their skill with the weapon and any other specials they have.
To the D6+defenders defense rating, and any specials they have.
If the attacker roles exactly or higher than the enemies result, they hit.
If they roll lower, then they fail. If they totally blow it, then the enemy has a change to attack with pluses due to the former attacker being over extended.
Other oportunities to do over extended checks/chance to hit better. When the enemy is falling?
RANGED:
Combat Ranged:
Does the person who is the shooter have the skill for it.
Distance/Range - Close, Medium, Long, and Extreme (range table needed for string)
Type of damage - concusive, or lethal
Chance of Hit - Pinpoint, Area Effect, Cone.
Cover? No, Light, Medium, Heavy
Person to be hits actions - Running, Dodging, etc.
Armor of the Person who is hit and what kind. 1 point concusive or 3 point lethal for example.
To hit a man 10 feet away with a shot gun, is an easy task to hit, the person has a skill of 1 to hit, the person who is being shot at is dodging, but hard to dodge an area effect or cone weapon, so they might have a -1 to being hit? but it is an easy task for the shot gun, so the
-1 might be cancelled out. So the person is hit, then the shooted rolls a D6 to find out how much damage is done. Damage -(Armor+Body) of the person being shot. The shot gun being a damage class 3 weapons, means D6+2 (damage class 1 weapons do D6 only).
If the damage is more than the persons armor value is, then the armor is destroyed.
Does the above make sense?
So if I have a shot gun skill of 1, and I am hitting a person at close range (+2 to to do hit/damage?) while normal range is +1 and extreme is
0 or more so depending on how extreme?).
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DAMAGE:
Weapon damage level + body (of attacker)-armor soak (if any left)+attacks weapon skill, If a person does 2 more than the person attacks body in one hit, it is a critical. If an attacker does a 6 on a D6 it is a lethal blow.
Still working on it, so please forgive.. Same goes for other skills..
Skills are based on I think the stat that is its base.
Physical Things are done with Body.
Shotgun = Body Traps = Mind Magic = Soul Default of you don't have a skill in something, then defaults to the average of (base stat+mind). Unless it is a spiritual thing then it is soul and mind).
Positive reactions are based depending on if it is a physical reaction or other forms.
Physical Charisma = Body/Mind/Soul averaged out. (hum?)
Mike
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Some ideas I came up with.
Stats:
Mind - For things like psionics, as well as figuring things out.
Body - Strengh, stamina, power of body
Soul - Spirit, how long you can last before you give up, also for magic.
Skills:
Simples ones.
Level 1-3 (4 for advanced games)
D6+users skill level
D6+enemies factors
Enemies factors are
Ability to Dodge (1-3) + Terrain Factors 1-3
Who ever is highest wins..
Damage
D6+body (unless it is magic, then it is soul or mind, psionic or spitual magic)
Health = (Soul + Body) x 2 (max is 24)
Damage is done by : Level of attackers ability x damage of weapon.
Armor = 1-3 depending on how much it covers of the body.
Additional Armor = Strength of the Armor in total.
Alternate is that they have armor points, every time they get as much damage as the
armors max damage they risk it taking permenant damage, so at the end of combat
they roll a D6 - the amount of damage marks they have, if the roll below 1 on the dice,
the armor takes another damage mark and become one more level more useless for
damage.
Armor, 1-3 or 1-6 for amount of damage it can soak up?
Or should I go for a hit location chart and armor placement?
Working on seeing if I can get my local group to play test for see if my logic is even
close to sane.
Mike
Good questions Shawn:
His skill is 1-3, 1 is he has some skill, 2 he has good skills in it,
and 3 he is an expert.
If the tracked person has a opposite skill, such as conceal/cover, then
depending on the skill level, there is a -1, -2, -3, and then you have
natural cover, and time..
I do need to work on how things work out.. Not sure if I should go up to
a D6 instead?
Professional tracker would be a skill level 2 or 3. You take the result
of the die, plus his skill, minus the tasks difficulty (this case it is
-3), if the person gets a 3 or better on the roll, they are successful
in tracking the fugitive. At least for this check, they can check later
on, with a minus or plus based on what happens..
Still working on things, need to see if my local group will help with
play testing..
Yes, a bit rough, sort of came out with it in a sit down with my
computer, after thinking about it for a few hours..
Mike
======
Hum, the idea is that you have light, medium, and heavy damage. Weapons
do one of the three. Situations might make things different, not sure on
that. Skill might help.
So you have a light damage weapon, but you have a skill of dagger of 3,
you then have a +2 to the damage it does. The second die might help
decide if the damage is normal damage, or extra damage, namely does the
extra skill count toward the damage, or not?
Deciding how much damage, well, 1-3 but more possible. Trying to keep
this simple, not sure yet, but will print out and see what I can figure
out.
Body is a major part of how much damage a person can take, then also how
much your armor can soak up or take. So if you have light armor, and you
have a body of 3, you can take 4 hits in oine hit before it becomes
lethal? But if you have a skill that help this out, such as you have
soul and mind. So maybe you take the combination of your mind, body and
soul? or just mind and body, and that is how much damage you can take
before the blow becomes lethal, but this is only one lethal hit.
Now how to do criticials? Hit location chart might help? Armor location
chart as well, but .. how to keep it simple?
Skill advancement, well the more often you use a skill, the more chance
you will advance in it. But how to keep this balanced with the above
scheme of doing a hit and doing damage?
Skills, the original idea was that for every 10 times you use a skill,
you can role to see if your skill level went up, but debating making
this 100 times, but that seems extreme, so 20-30 times? Then you use a
mind roll, and see if your skill goes up, but this may make hits almost
always lethal. So need to think about it.
Skill would for now be simple stuff. No magic as yet, but may have some
magic, but it would be personnel magic, like personnel heal and such?
Skills:
Detect (have to name what you are trying to detect, and not just traps,
but specifics?)
Defense Armor
Defense Shield
Attack Long Sword
Track
Long bow
And other like skills, but looking for ideas.
Also how to allocated skills to make them reasonable..
Mind might be a major part of how many skills you have, but also body as
well? So skills might be an average of body and mind x 2 for how many
skill points you can have, with a maximum of 3.. Thinking of something
like WereWolf or Vampire, where you have primary, secondary and
teirerary skill areas, so that you have 3 points in a primary skill
area, and then 2 in another area and 1 in another area.
Maybe general skills would be better, so you have 3 skills in warrior
skills, but then you can dived them up into primary weapon max 3.
Secondary weapon max 2 (part of the points for weapons?).
Weapon skill 1-3?
Armor Skill?
Modfied by ?? Now sure, was thinking of have a derived stat or so, but.
will see.
Armor might only be totally destroyed. Hum, maybe a save, or the damage done has to be repaired, or it the damage has to be done all in one hit?
I am thinking of doing a hit location chart, sort of based on after math or the rule of nine used in the EMT field, for wound locations..
What is better, save versus destruction, soak up the damage, or what? Trying to keep this as simple as possible.
The idea is that you have to have figures on the table and you use a
string with ranges to tell how much a chance (in part) of hitting.
Might go for a one shot game thing, never know?
I do need to work on somethings like:
Who has initiative?
What additional stats should I go for, or just use what I have?
Chance to hit or do the skill you have?
Mike
Working on some changes, as well as taking in suggestions.
Also need to find out if my local group will allow me to play test things. I think atleast
one will, but he is not playing this weekend, so will see..
Trying to find a way to have a critical hit or failure, but with out the standard default
to natural 20, but will see.
Got some advantages and disadvantages on the way.. But true, will have to see how
the initiative and move comes out.
Might have to use derived stats, but will see..
Six, hum, true, will see if I can remember to make that change.. I have been thinking
of going to 1-6 for stats instead of 1-3, but will let ya know.
True, will have to look into the defaults. Things are still in the gamma testing. Not
ready for full beta yet..
Made a number of changes since I posted last, so will see how it all goes. I do think I
need to put up a webpage soon..
Hum, possible. The fastest of soul might know what is going on, but may be lowest in
body, so they can't move or act. Will see about that. Does sound not right yet.. But
thanks for the possibles..
Attacker would always be the highest for a tie? Possible, since they are the one who
initiated the action? Will look into it..
Very true about keeping it simple, but also need to find some way to do experiance or
something, which may mean record keeping of some sort?
I don't like the classic DnD where you get experiance points, but you instead of putting
them were you did the most learning in, you put them in often the least used things,
but ..
Also true about hit locations, might go with a more vague one or .. not sure..
Mike
Thanks.
MORE:
How many dice?
Skills, or stats based or what?
I got a D6 based or it was D6, but went later with D10 instead.
The basic idea is to roll the d6, add the modifiers as needed.
You skill is added
Diffficulty of Action
the Result is compared to the opposite numbers rating.
Example: you are trying to figure out a trap.
It is a complex trap, which would mean you should have a good skill but luck is
an option.
You roll your d6, you get a 6, and your skill is 5, it is a complex lock which
is a 11. And you had plenty of time to look/figure out the
trap, so no minuses cause of concentration problems.
Not sure if luck should be a purchased ability? But never know.
Skills based on their base stat, modified by base stat or what? Or just
depending on how high the stat is? Defines how high a level
you can have?
Like if you have a DEX of 6, you can only do up to dex 6 skills? Or just be able
to keep 6 dex based skills in your mind? Not sure.
Mike
PS: Not got alot of sleep of late, so ... argh, darn Orcs are knocking on the
door, I know it is likely a hallucination, but .. fun!!
NOTES:
Mind
Body Helps with things like defense, other than dodge.
Soul
Everyone has a minimum of 1 in each stat. Modified by points and other things.
Everyone normally has 7 points to place in any of the stats they want. Average being 3 in all but one.
Skills
Based on if it is a Mind/Body or Soul Skill
Number of skills in each area is based on how many points in the base stat is. So if you have a Mind of 4, you can have 4 mind skills.. Maximum being ?
MIND SKILLS
To detect Spot Skill +
To Hit ATTACK RATING+DEX - OPPONENTS - DR
To Do Damage WEAPON+STR MOD
AT = How good you are with the weapon.
DE = How good you are at keeping from being hit.
AR
Dodge = (Mind+Body)/2
Starting over with this idea:
To stay conscious after taking damage or being hit.
Roll a Soul Roll
Need 1 d6s.
The concept is to roll the d6 and use it for success.
Success is based on the skill used, plug die roll, modified by situations such as how difficult the act being done.
Basic game, you have 20 points to spend to modify your stats. Possible to have less than 6 in the below stats.
STATS:
Normal person has 6 in each of the below stats.
Mind
Body
Soul
Skills:
Max for a normal game is 10 points per skill, for a normal game, super game, might go higher.
Some skills are based one or more of the stats. How many you can learn is based on your mind. Other than specifically body or soul based skills.
SKILL GROUPS:
WEAPONS
Stated weapon you are proficient in, and the skill level. If you use a weapon other than the proficient type, then you take a –1 to skill in the class of weapons, and a –2 for weapons
RANGED WEAPONS
Sword
CLOSE WEAPONS:
POLE WEAPONS:
(Simple game, you have ranged, and melee weapons but mu
Ranged
Slings
Crossbow
Bow Short
Bow Long
Swords – Slashing
Swords – Piercing
Swords – Bashing
Skills:
Weapons Proficiency A weapon you are proficient in, have to specify what.
Mundane Profession
Game Profession
Armor Proficient A type of armor you are used to wearing, have to state it.
Magic Proficient - for professions that need magic other than faith.
Faith Proficient - for professions that need faith
Mental Proficient - for professions that need mind.
All magic (mage/faith/mental) need body for it powers the magic. Mind just directs it, unless it is faith based magic, then it is soul that directs and powers it.
rpgdesignanddevelopment@yahoogroups.com
Combat:
TO HIT:
Roll a D6, add your skill in the weapon+size adjustment+enemies dodge skill (dodge skill after modiefied by their armors minuses to dodge)
Enemies Size
Small –2
Normal Size = 0
Large = +2
Enemies Dodge Skill:
Some ideas I came up with.
Stats:
Mind - For things like psionics, as well as figuring things out.
Body - Strengh, stamina, power of body
Soul - Spirit, how long you can last before you give up, also for magic.
Initiative: Done by a persons Soul, how in tune they are. But the person
has to be
within range of the target (extreme range), and weapon has to be
readied.
Weapon has to be declared before they are technically engaged in combat.
Roll a D6, add the persons soul, and that is the inititive. Who ever has
the highest
can then attack or act, but they have to be facing. If they are not in a
position
to fire or act, there is minuses. -1 for simple turn, to -3 for near
impossible.
Dodge and like skills come in handy for reducing the penalties.
Skills:
Simples ones.
Level 1-3 (4 for advanced games)
D6+users skill level
D6+enemies factors
Enemies factors are
Ability to Dodge (1-3) + Terrain Factors 1-3
Who ever is highest wins..
Damage
D6+body (unless it is magic, then it is soul or mind, psionic or spitual
magic)
Health = Soul + Body x 2
Armor = 1-3 depending on how much it covers of the body.
Additional Armor = Strength of the Armor in total.
Alternate is that they have armor points, every time they get as much
damage as the
armors max damage they risk it taking permenant damage, so at the end of
combat
they roll a D6 - the amount of damage marks they have, if the roll below
1 on the dice,
the armor takes another damage mark and become one more level more
useless for damage.
Armor, 1-3 or 1-6 for amount of damage it can soak up?
Or should I go for a hit location chart and armor placement?
Skill advancement:
Every time they engage in combat, they get a experience point, the more
difficult the
combat the more points they get. For every 100 points they get ONE roll
on the dice for
advancement.
Advancement should be slow.
Working on seeing if I can get my local group to play test for see if my
logic is even
close to sane.
Mike
More ideas coming, as I read what I have so far.
http://www.flyingbuffalo.com/feudal.htm
http://www.flyingbuffalo.com/flrules.htm