Post by slimyscaly on Apr 2, 2012 16:47:43 GMT -9
Here’s a new set of rpg rules I plan on playing with my friends at my group home with. Fairly easy to follow. I named the game after the small business my mom used to run, called "Soul Family Travels." I decided to not have any difference between the classes or races, and have individual stats.
Attributes:
Players will have four attributes to customize. Speed, the fixed amount of spaces they can move in any direction. Strength, the amount of damage they can deal as a multiplier of the D6. Health, or HP, the amount of life they have, which is multiplied by 25. And reach, which is the amount of spaces they can attack. The game’s host will set the amount of points you can use to set attributes, but in my opinion, 12 to 16 is good. For example, if the skill points are set to 14, a player might have speed: 4, strength: 3, reach: 2, and HP: 75. I would try to make the stats reflect the size of the character and what weapon they are using. For example, a sword would have mid-high strength and mid reach; a gun would have long reach and high strength; and martial arts would have high speed, short reach, and mid or low strength. The player makes a character ID card, where they write their player’s name, gender, weapon, and stats on. An example would be:
Name: SomeSlitheryLizardmanGuyDudePerson
Gender: Male
Weapon: Sword and shield
Strength: 5
Reach: 3
Speed: 4
Health: 4 (100HP)
Movement:
Players can move in any direction, even diagonal, in the amount of spaces that is defined in their attributes.
Enemies:
Enemies, the characters the players fight against, have similar characteristics to the players. Except they have what’s called a “field of detection,” which is the maximum amount of spaces the enemy has to be away from you to start following you. Then, they use their speed number to follow the player who got caught in their field of detection. When the player reaches the enemy’s range, the battle begins. Most enemies will have their stats (attributes) lower than the players’ stats, so they can be easier to wipe out. Bosses, which you can fight at the end of a stage, should usually have higher HP than the players, and the players attack the boss and the boss attacks them back one at a time.
Fighting:
Once the range is met, you can either choose to fight or attempt to flee. If you choose to flee, you have to roll, and if you get 1-3, you’ll have to fight them, and they’ll attack first. 4-6 and you can move two spaces away from their field of detection, and don’t have to fight them. If you choose to fight, you attack first. Fighting works by rolling the die, and you subtract the number you roll times the number you put on your strength from the enemy’s HP. Then, you roll the die for the enemy, and subtract that number times the enemy’s strength from your HP. You can use little tabs of paper called “advantage tabs” to do special things, like blocking, extra damage, and leaving the fight in mid battle. When a player or enemy loses all of his or her HP, he or she is KO’ed.
Adventage tabs:
At the beginning of the session, the players get to choose five “advantage tabs,” which are small tabs of paper that give players special power ups. They have a letter or number on them, and each means a different thing. Here’s some I made:
E: Escape. Use this in the middle of a battle so you can move out of the enemy’s field of detection.
B: Block. Use this in the middle of a battle to skip the enemy’s next attack.
C#: Combo. Use this in the middle of a battle to unleash a combo on the enemy. You can do consecutive attacks and skip the enemy’s turns for the amount of times the tab says. For example, if it’s C2, you can do two attacks in a row without letting the enemy attack in between those two turns.
KO: These tabs are rare. Lay this one down and you can KO the enemy right there on the spot.
Player turns:
The enemies start wherever the game’s host places them. Each player takes turns moving their speed amount’s spaces, and when players get within an enemy’s FOD, the enemy follows them the amount of spaces their speed allows them to. If the player is caught in a fight, it is still that player’s turn until the fight is over. If another player is near, they can help the player by also attacking the enemy the player is facing.
Is this an easy RPG? I hope it is, and I’ll try it soon! This can be used for fantasy, military, asian, almost any theme!
Attributes:
Players will have four attributes to customize. Speed, the fixed amount of spaces they can move in any direction. Strength, the amount of damage they can deal as a multiplier of the D6. Health, or HP, the amount of life they have, which is multiplied by 25. And reach, which is the amount of spaces they can attack. The game’s host will set the amount of points you can use to set attributes, but in my opinion, 12 to 16 is good. For example, if the skill points are set to 14, a player might have speed: 4, strength: 3, reach: 2, and HP: 75. I would try to make the stats reflect the size of the character and what weapon they are using. For example, a sword would have mid-high strength and mid reach; a gun would have long reach and high strength; and martial arts would have high speed, short reach, and mid or low strength. The player makes a character ID card, where they write their player’s name, gender, weapon, and stats on. An example would be:
Name: SomeSlitheryLizardmanGuyDudePerson
Gender: Male
Weapon: Sword and shield
Strength: 5
Reach: 3
Speed: 4
Health: 4 (100HP)
Movement:
Players can move in any direction, even diagonal, in the amount of spaces that is defined in their attributes.
Enemies:
Enemies, the characters the players fight against, have similar characteristics to the players. Except they have what’s called a “field of detection,” which is the maximum amount of spaces the enemy has to be away from you to start following you. Then, they use their speed number to follow the player who got caught in their field of detection. When the player reaches the enemy’s range, the battle begins. Most enemies will have their stats (attributes) lower than the players’ stats, so they can be easier to wipe out. Bosses, which you can fight at the end of a stage, should usually have higher HP than the players, and the players attack the boss and the boss attacks them back one at a time.
Fighting:
Once the range is met, you can either choose to fight or attempt to flee. If you choose to flee, you have to roll, and if you get 1-3, you’ll have to fight them, and they’ll attack first. 4-6 and you can move two spaces away from their field of detection, and don’t have to fight them. If you choose to fight, you attack first. Fighting works by rolling the die, and you subtract the number you roll times the number you put on your strength from the enemy’s HP. Then, you roll the die for the enemy, and subtract that number times the enemy’s strength from your HP. You can use little tabs of paper called “advantage tabs” to do special things, like blocking, extra damage, and leaving the fight in mid battle. When a player or enemy loses all of his or her HP, he or she is KO’ed.
Adventage tabs:
At the beginning of the session, the players get to choose five “advantage tabs,” which are small tabs of paper that give players special power ups. They have a letter or number on them, and each means a different thing. Here’s some I made:
E: Escape. Use this in the middle of a battle so you can move out of the enemy’s field of detection.
B: Block. Use this in the middle of a battle to skip the enemy’s next attack.
C#: Combo. Use this in the middle of a battle to unleash a combo on the enemy. You can do consecutive attacks and skip the enemy’s turns for the amount of times the tab says. For example, if it’s C2, you can do two attacks in a row without letting the enemy attack in between those two turns.
KO: These tabs are rare. Lay this one down and you can KO the enemy right there on the spot.
Player turns:
The enemies start wherever the game’s host places them. Each player takes turns moving their speed amount’s spaces, and when players get within an enemy’s FOD, the enemy follows them the amount of spaces their speed allows them to. If the player is caught in a fight, it is still that player’s turn until the fight is over. If another player is near, they can help the player by also attacking the enemy the player is facing.
Is this an easy RPG? I hope it is, and I’ll try it soon! This can be used for fantasy, military, asian, almost any theme!