Showing posts with label another game. Show all posts
Showing posts with label another game. Show all posts

Wednesday, August 10, 2022

ICRPG Gerblin Guns & Funky Flintlocks

This is attempt to patch a glaring hole in the rules of ICRPG, which probably shoulda had two more pages of weapons, one for gerblin gun priests, and another for all the polearms. Ew, my Gygax was sticking out.. We need old fashioned guns, that's for sure!


If you roll a nat 1 with any gun, you have exhasted an ammo slot unless you roll a second 1, in which case there is an explosion.

Trusty flintgerb: only does d6 effort at up to near range. Reload as part of a move.

Bermstick: d8 effort, 2 cartriges, one action reload.

Blerkperder Rerfile: d8 effort, easy to hit far targets, 1d4 rounds reload time.
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Of course, there are futuristic ray guns out there somewhere, with better stats.
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Share good posts with good gerblins. Claytonian at the gmails.

Thursday, August 5, 2021

What if an RPG but only 2d6?



Edit: The version written (not embedded via Google docs) won't change, but after some actual playtesting, I now invoke my duty to update the G-doc rules...


Recently, I've been going through my massive games Claytonian made folder, polishing turds and gilding lilies. Today I found 2d6 RPG and I was digging it. This looks fun and simple! And check out the BUT ACTUALLY SYSTEM. The monster wagers system is also something I want to see in play. In case you are wondering, I think this game is a riff off of Barony, rather than any Powered by the 2dpocalypse game. Barony came first!

I've made so many games I forget what was up with them. I'll embed the google doc at the bottom of the post (it will be the most up to date version), and input the text of the game above that for ease of reading.
 

2d6 Everything

by Claytonian



To dice your way thru life, roll high as you can on 2d6.


Difficulty Number needed (roll this or higher)


Simple Nae rolls, mate (you succeed)

Tasking Seven

Daunting Nine

Yikes This one goes to eleven


Combat is a bit special. The number you roll is the number of damage you or the foe takes. You have to roll at least seven damage to hit them (if you roll six or lower, you take the damage), unless you are fighting more than one foe, in which case the minimum number to roll goes up by one per additional opponent. Low roll spells hurt you too.


The But Actually System

For each level you gain, you get a Freebie checkbox. When you would take damage, you can instead check off one of these boxes and describe how you evade the hit, at some credible narrative cost. For instance, by saying "Actually it sunders my shield" or "Actually I duck down and get a bit of a haircut."


You can also check off Freebie boxes to add mighty deeds to your successful rolls. For instance, “Actually, I shove my hammer down the dragon’s throat, and it lodges in there, choking her!”


Freebie boxes, once checked off, are gone until you level up.


Char Gen

Each PC gets 2d6 HP. Each time you level up, you reroll this and take the new roll as your new HP if it's higher (this is not accumulative; the max HP any PC will ever have is 12).


Swords and Sorcery

After you roll starting HP, choose if you will be able to use magic or not. If not, you may gain one level straight away.


Shticks

PCs have 2d6 shticks (talents/backgrounds/traits/&c). Make them up as part of character gen. When a shtick applies, a check's difficulty is one step easier.


Dying 

0 HP characters are unconscious and will bleed to death within 2d6 rounds (rolled secretly). It is a daunting task to staunch the wounds.


Healing

You get all HP back at dawn each day. This does not heal narrative wounds though, so if you have a broken leg, it’s going to affect you for six weeks.


Leveling

After a jolly good outing, the Two Dee Master (2DM) will announce a Leveling check. You can roll 2d6 and try to roll over your current level. If you succeed, you level up. 


Remember, when you level up, you gain a Freebie checkbox, uncheck all Freebie boxes you have, and get a chance to have more HP than before.


Inventory

You start with 2d6 items. This is also your Load score. If you would pick up more items than Load, you will have all checks be one step harder. Put something down, maybe?


Rounds

During a round, you can perform one action or move 2d6 hexes (not both unless you use a freebie). Initiative is not really a thing. If you don’t take care of monsters, the DM will have them dispatch you. 


Monsters

Monsters get to do horrible things to you if you roll snake eyes to hit them. For instance, snake eyes against a giant may mean that it pounds you into the ground like a nail. Monsters have 2d6×Awesome HP. An underworld rage corpse probably has Awesome 1. A god may have Awesome 10. 


Quick, while it’s winded!

Monsters can wager 2d6 HP to do special moves at the top of a round, like breathe fire. This never kills them. If they are not damaged before the next round, they gain these HP back!


Character Sheet

Name:

Level: HP:

Shticks:



Freebie boxes: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑

Load # ______ Inventory:          Encumbered?



Wounds: 



Read on google docs here
 
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Share good posts with good goblins. Claytonian at the gmails.

Sunday, September 22, 2019

Friday, April 19, 2013

These Items are Your Character. Go!

A while back on g+ I ran a game where I made up the rules on the fly, because I was running Monolith Beyond Space and Time and rules take a back seat to player decisions in that one. I had the players all choose from one of the following collections of items. This became their character and its implied class. Basically it was generic d20 fantasy. Players rolled a hit die the first time they got damaged and so on.

Recently, I've encountered more than just the 4 original ones. If you go to this site, you can get a ton of them for a more modern campaign. You are the person with a
baby! Go!
The Spagetti Western collection I found has to be approached a different way. I think the key to that one is to have players choose a character from the pictured ones.


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Sunday, March 11, 2012

The Crypts and Things RPG


Crypts and Things was one of the recent RPGs that inspired me to put together the Kill It With Fire rules. Specifically, I heard that they were going with the d6 standard for weapon damage. I love the simplicity of a d6.  From the PDF preview, it seems that they either abandoned that rule or went with the option of different classes doing different damage rules which is  one I found at the associated Arkratic Wizardry, and am still thinking of in terms of how to integrate them as an optional rule in KIWF.

Anyways, Crypts deserves props for filling my head with lots of ideas just by existing, so consider visiting their page and purchasing it if you like the Swords and Magic genre and name drops of authors like C.A. Smith.

Thursday, January 26, 2012

Another Game (2): DungeonTeller

I was really happy to discover a free, new RPG called DungeonTeller yesterday. It reminded me in some ways of KIWF, because your ability to fight is affected by your health. From the introduction:
This game is designed as family fun in the spirit of classic fantasy roleplaying games, where you and your friends take the role of a band of heroes venturing into dark caverns in search of mystery, riches, and danger. I’ve loved those games for thirty years, and I do have a soft spot for them, but I must be getting old, because I don’t have the patience for the complexity of traditional roleplaying games. This game is the result.
What’s different about this game? You can get a DungeonTeller game started in five minutes, without lots of dice-rolling and writing down numbers. Elect a game master, pick a role for your character, grab a free adventure from my blog (coming soon, I hope), and let the adventure begin.
When we play, “dad” is the game master, and the heroes are a group of our friends and their kids. Even folks who have never played an RPG will be able to pick up the basics right away. I’ve tried to replace gamer lingo with plain speech – no “hit points”, “saves”, or “critical hits” in here.

In DungeonTeller, each player has luck (taking the place of HP in traditonal games) and associated pools dice (rolling 5s and 6s nets you success). These dice act as both your hit points and your fancy-power enablers. If you run out of luck any hit could end you, but the rules are written with an attitude that failure is just a complication to be overcome, suggesting things like TPKs are actually everyone getting caught, etc.

Anyways, the beauty of the system's streamlining is very appealing to me, and there is lots of material for it already. It is really intuitive, making it good for bringing people into the fold of roleplayerdom.

Get the main rules here.
Get the monsters here.
Get class rules (also included in the main rules) here to facilitate a quick pick up and play session.

Wednesday, January 4, 2012

Another game: 6d6 RPG


6d6 looks like an interesting cross between board or card game and role playing game. I'd like to try it some time. I discovered it via google+. If you would like to add me on google+ to get gaming related posts, please have gaming mentioned somewhere in your profile when you circle me.

Also, add me to a gaming circle, because I don't want to see your Ron Paul videos. I got Facebook for boring stuff like that.

Anyways, there are lots of 6d6 pdfs on this site, and it looks like a fun system to use!