If you just read the title above and got scared because you don't know anything about TTRPGs or you suck at them (like me), wait, wait, come back!!!
I, for one, often struggle to follow along in RP groups where heavy usage of stats, feats, modifiers, skills, and items are required for every single attempted action. Therefore, my goal with this group was to make a basic system that is simple enough to understand in a few minutes, while keeping the element of chance (dice rolling) that gives way to entertaining, often unexpected scenarios.
I believe I've achieved my goal! If for whatever reason the mechanics listed here need to be changed, it will be announced in the Discord server. Now, let's take a look at the system, shall we?
For the sake of my weak little brain that gets scared when there are lots of numbers, combat has been made quite simple while still remaining (I hope) fun.
Battles are fought in 1v1s only, by a first-to-three basis.
A coin is flipped to determine who strikes first. Combatants then take turns rolling 2d6 + their desired ATK modifier (magic/physical), and will describe their attempted action.
The higher roll wins and earns 1 hit. The loser takes damage equivalent to the difference in their rolls. In the event of a draw, both combatants roll again.
The first combatant to earn 3 hits wins the battle. If one contestant loses all HP before then, they are knocked unconscious and automatically lose the battle.
There are, of course, special items that can be used before or during combat to gain some modifiers on your rolls... but those will come later!
There will be no permadeath. Permanent injuries may be specifically requested by the Mun. Losing all HP only results in a knockout, and being carted away by medics.
All skill checks will be made using a player-facing system, which means I/the GM will not be rolling any contesting dice. The outcome of the attempted action is dependent solely on your dice results.
Players roll 2d6 for every single skill check, adding or subtracting the appropriate modifier to their roll.
The higher you roll, the better the outcome will be. Below is the criteria I will be using for skill checks, which you can use in your own in RP if desired!
1, 2 — Critical Failure
The attempt fails spectacularly—maybe they take some damage in return, or unintentionally break something valuable, etc.
3 – 6 — Failure
The attempt fails, but there is no particular drawback or consequence.
7 – 9 — Partial Success
The attempt succeeds, though only partially. It didn’t go exactly to plan, or you might have damaged your surroundings slightly, but not grievously.
10 – 12 — Perfect Success
The attempt succeeds exactly how they planned it to go.
12+ — Critical Success
The attempt succeeds exceptionally well—more than they thought possible. It goes so well that some kind of reward is granted in return.
As competing Knights, everyone is given a magically enchanted tricolour pouch created by House Vanilla’s leading researchers. The bag has a vast storage space inside; it is much bigger than it looks on the outside. The size of the bag’s interior is roughly 5m³. At the end of the competition, all bags will be recollected by the House, so don’t forget to take back your valuables!
This is your Inventory, and is (unless explicitly stated otherwise) on your PC’s body at all times during RP. It holds all consumable items purchased from Shops. When using any purchased item, please ping an admin for confirmation.
PCs can, of course, use their pouches to store whatever they want. Anything stored within the pouch is preserved in the state it enters—meaning food won’t go bad, plants will not wilt, and magical enchantments won’t fade. The only thing that cannot be stored within the pouch are living creatures.
During Quests and Trials, the GM will prompt any skill checks when necessary. However, if you're roleplaying without the presence of the GM and still want the thrill of leaving certain outcomes up to chance, you're welcome to do so!
Below are a few samples for which stat to roll when attempting an action. If you don't see a sample for an action you'd like to attempt, just pick whichever stat you think is closest or fits the situation best.
Determines PC / enemy HP values.
Not used for any particular skill checks, but if you come up with something interesting, go ahead.
Perception
Deduction/investigation
Historical knowledge
Medicinal knowledge
Stealth/sleight of hand
Attempting to cast any kind of magic
Magical knowledge — examining enchanted items, potions, etc
Lying
Persuasion/bribes
Performance
Animal handling
Attacking using a physical weapon
Displays of physical strength — breaking an object, brute forcing a door, lifting something heavy
Acrobatics