I’m kicking around an idea for a super, super
simple system-based game. I’m usually much more of a free-form RP sort of person, but I really need a quick and dirty resolution mechanic to take care of certain things. I’m contemplating running a “Walking Dead” RP, and if a zombie decides it’s going to eat a character’s face, I want something more arbitrary to determine whether or not that happens … in freeform RPs, I somehow suspect most players would just say “no, it doesn’t, and I run away”.
However, I want a game that’s essentially freeform in most cases, so I’m going for as “system-lite” as I can imagine.
I’m not terribly good with most systems … I’ve played a bunch, though, so this is what I cobbled together from a bunch of different games (d20, Warhammer, and some Marvel Superhero game I played as a teenager because my boyfriend at the time made me play.
) Anyway, for the more experienced systems-inclined folks, please take a look at this, and let me know what you think. Your feedback is certainly appreciated!
Primary Character Attributes
Secondary Character Attributes
Attack – used when any combat-related action is taken.
Defense – used when trying to avoid the effects of any combat-related action.
Stamina – used when trying to attempt any difficult non-combat, physical action.
Smarts – used when trying to attempt any difficult non-combat, non-physical action.
A player has 14 points to assign to the four main attributes – no individual attribute can be higher than 6, nothing lower than 2. All contested actions are determined by “rolling” a d6 and adding them to the appropriate attribute. That number needs to be higher than an opposed roll, or a static difficulty number to be determined by the GM. Tied dice rolls always “go to the defender”.
So if a player attacks a zombie, it’s the player’s Attack attribute + d6 roll vs. the zombie’s Defense attribute + d6 roll. If a player’s trying to hotwire a car, it’s the player’s Smarts attribute + d6 roll versus a GM-determined difficulty number (7, for argument’s sake).
Damage is the difference between the successful Attack roll and the Defense roll, and is applied against a character’s Health score.
In the above example, though, if a player has indicated that the character is/was a car thief, then they would automatically succeed at hotwiring the car. These checks should only be used in combat and if the character is attempting to do either something out of the ordinary or not explicit in their character’s background/experience that would be considered difficult. (Driving a car, for most characters = no roll, driving a car through a sea of zombies without hitting any of them = Stamina roll).
I know that this might be a bit too
simplistic – after all, it means that a character’s equally good with guns as he might be with karate, if the Attack score is high enough – but again, it’s more about “simple”. If I wanted much more, I’d just use one of the systems I’ve read about like FATE. (And I might anyway, if the ideas presented here don’t look particularly workable.) Secondary Attributes
Health – equal to ½ Stamina +3, and a measure of your physical condition. Over 3=perfectly healthy, 3=slightly wounded, 2=moderately wounded, 1= extremely wounded, 0=about to die unless medical treatment begins immediately. Less than zero = dead. Not sure yet how fast a character should heal, but I think it would be extended rest for 3 points and over brings you back to full health, while anything lower goes slower without medical treatment.
Luck – equal to ½ Smarts +3. Luck points can be added to dice rolls to aid in success. If a player decided to blow 5 Luck points in a single shot, it means an automatic success at an action, no matter what the dice roll actually is. Again, recovery rate of Luck = TBD.
So … this is what I’ve got so far.
Thoughts? Comments? Witty anecdotes?