May 19, 2015 2:31 pm
I've only got one (untested) RPG system under my belt, and it's ridiculously simple. But, I do have lots of mechanics ideas that I've worked into house rules for other games or that just sit unused in countless Google Drive docs and Evernote files. I'd love to create something with them, but my time is limited. So, I'm going to post a handful of them here and hope that someone else might get some good use out of them.
Tactical Styles
This mechanic is meant to function like an advanced rock-paper-scissors. Each tactical style has strengths and weaknesses towards the other styles. For example, quick might beat strong, and wide might beat quick. The idea is to either use these as they are for a generic system or to use them as guidelines when designing race/class moves, skills, and abilities.
- Quick
- Strong
- Wide
- Piercing
- Deflecting
- Feint
Descriptor Stats
This mechanic is designed to create characters smoothly and allow their abilities to easily slip back and forth into the narrative. It is also (hopefully) simple enough to be quickly grasped by people new to RPGs. The idea is to fill in the blank with one or two words and then assign each item a number between 1 and 4. One option would be to roll 1d6, add the relevant number, and try to meet or exceed a 6. If you do, then your action succeeds.
My job is __________________.
I am very ________________.
I carry _____________________.
Others see me as _____________________.
Fight or Flight
Every round of combat, the opponents get deadlier and/or the PCs get weaker. In a d20 system, this could be as simple as adding +1 to enemy rolls and/or subtracting -1 from PC rolls. This creates an incentive to wrap combats up quickly. It also has the secondary effect of (hopefully) encouraging players to retreat if combat is going poorly.
Note: This would also need to have some other mechanical incentives, such as class abilities that make it easy to retreat.
Three Attributes
Characters have just three attributes with scores of 1-10: endurance, skill, and luck. Every action comes under the purview of one of these three attributes. When a player takes a difficult action, they roll 1d12. If the result is lower than their score, they succeed. If it is equal to or higher than the score, they fail. But, they can change a failure into a success by subtracting one point from that score temporarily.
Par System
Traits determine how many dice you get to roll for any given action. The better your trait, the more dice you get to roll against an obstacle.
An obstacle generally has two stats (Par and Threshold). Most obstacles also have a Twist of some kind.
The Par of any given obstacle is the number of successes needed to overcome it.
- Having fewer successes than Par results in a negative outcome.
- Having exactly as many successes as Par results in a neutral outcome.
- Having more successes than Par results in a positive outcome.
There is a single Par table to describe the severity of outcomes. It ranges from -3 to +5. For example: 9 successes against a Par 4 obstacle (+5) is the same as 7 successes against a Par 2 obstacle (+5).
The Threshold of an obstacle is the number that must be rolled on a d6 in order to achieve a successes. The default Threshold for an obstacle is 3, meaning that a result of 3 or higher is a success, and a result of 1 or 2 is a failure.
Twists are a way of making obstacles different from each other, giving them a unique twist. Example twists include:
- A result of 1 on a d6 negates a success.
- Roll one fewer die than given by your Trait.
- Reroll all 3s.
Tactical Styles
This mechanic is meant to function like an advanced rock-paper-scissors. Each tactical style has strengths and weaknesses towards the other styles. For example, quick might beat strong, and wide might beat quick. The idea is to either use these as they are for a generic system or to use them as guidelines when designing race/class moves, skills, and abilities.
- Quick
- Strong
- Wide
- Piercing
- Deflecting
- Feint
Descriptor Stats
This mechanic is designed to create characters smoothly and allow their abilities to easily slip back and forth into the narrative. It is also (hopefully) simple enough to be quickly grasped by people new to RPGs. The idea is to fill in the blank with one or two words and then assign each item a number between 1 and 4. One option would be to roll 1d6, add the relevant number, and try to meet or exceed a 6. If you do, then your action succeeds.
My job is __________________.
I am very ________________.
I carry _____________________.
Others see me as _____________________.
Fight or Flight
Every round of combat, the opponents get deadlier and/or the PCs get weaker. In a d20 system, this could be as simple as adding +1 to enemy rolls and/or subtracting -1 from PC rolls. This creates an incentive to wrap combats up quickly. It also has the secondary effect of (hopefully) encouraging players to retreat if combat is going poorly.
Note: This would also need to have some other mechanical incentives, such as class abilities that make it easy to retreat.
Three Attributes
Characters have just three attributes with scores of 1-10: endurance, skill, and luck. Every action comes under the purview of one of these three attributes. When a player takes a difficult action, they roll 1d12. If the result is lower than their score, they succeed. If it is equal to or higher than the score, they fail. But, they can change a failure into a success by subtracting one point from that score temporarily.
Par System
Traits determine how many dice you get to roll for any given action. The better your trait, the more dice you get to roll against an obstacle.
An obstacle generally has two stats (Par and Threshold). Most obstacles also have a Twist of some kind.
The Par of any given obstacle is the number of successes needed to overcome it.
- Having fewer successes than Par results in a negative outcome.
- Having exactly as many successes as Par results in a neutral outcome.
- Having more successes than Par results in a positive outcome.
There is a single Par table to describe the severity of outcomes. It ranges from -3 to +5. For example: 9 successes against a Par 4 obstacle (+5) is the same as 7 successes against a Par 2 obstacle (+5).
The Threshold of an obstacle is the number that must be rolled on a d6 in order to achieve a successes. The default Threshold for an obstacle is 3, meaning that a result of 3 or higher is a success, and a result of 1 or 2 is a failure.
Twists are a way of making obstacles different from each other, giving them a unique twist. Example twists include:
- A result of 1 on a d6 negates a success.
- Roll one fewer die than given by your Trait.
- Reroll all 3s.