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RPG Laboratory

evolution of my game idea

I have decided for the time being that when I do the character class/abilities I will follow Aaran "Relentless96" White's advice and use the same progression as I used for my tables: d4,d6,d8,d10,d12.

My main decisions on this next is target numbers. I am of two minds.Either I could say that the d12 is the strongest and roll high.That could make combat resolution easy.Subtract low from high and the difference is damage comes to mind.That would make lvl V d12 characters powerful.The other way is to make the d4 the strongest and roll low.As you make your way from d12 down, you remove chances for your failure and increase your odds of success.

Here also is a brief exploration of "content dice" also suggested to me by Aaran. If I explore this direction too much further,I will definitely not be able to keep the game to a page, but then I might keep my one page game idea and use it for the core of a related game using these kinds of extra tables.

The Dungeon Table
-Start by rolling 1d4
1 Entrance/Way Out (rest,move on,move up or down 1 level)
2 Passage Way (rest,move on, find the Way Out)
3 Room (rest,move on,encounter? other actions?)
4 Monster I easiest,low xp (fight,run or sneak,win the fight? gain xp rest, move on)
-lvl I 1d4
5 Trap (disarm or take damage,successfully disarm? gain xp,rest,move on)
6 Monster II standard monster (fight,run or sneak,win the fight? gain xp or common treasure, rest, move on)
- lvl II 1d6
7 Treasure (trap,guard monster or encounter? search for treasure,rest,move on)
8 No Way Out I (roll 2d4,roll 2 and return to your lvl die)
- lvl III 1d8
9 Boss! Hard monster, big reward
10 Teleport! Choose any room 1-10
-lvl IV 1d10
11 No Way Out II (roll 2d6 roll 2 and return to your lvl die)
12 Goal! (What is a good Goal? Obviously it can't be the Amulet of Yendor.)
-lvl V 1d12

Roll 2 Passage Way
1 Passage Way,Actions rest move on find the Way Out
2 Door to a Room,Actions Go To Room rest move on
3 Monster I is coming! Actions roll to notice hide run/move on rest+fight wait+fight
4 Monster I is here!
-d4
5 Trap, Actions take damage or disarm after that move on
6 Monster II is coming! Actions roll to notice hide run rest,fight wait,fight
-d6
7 Secret Door, Actions roll to notice/open success? Go to Door to A Room Fail? rest move on
8 Monster II is here!
-d8
9 Boss is coming!
10 Teleportation Trap roll to notice/avoid Fail or volluntarily enter roll 1d10,your are on lvl IV otherwise move on
-d10
11 Trapped Door I -a Door to a Room,but it is also Trapped!
12 Boss is here!

Roll 3 Room
1 empty actions rest move on
2 empty actions rest move on
3 empty actions rest move on
4 Monster I
-d4
5 Monster I
6 Secret Door Actions roll to notice/open success? Go to Door to A Room Fail? rest move on
-d6
7 Treasure
8 Trap
-d8
9 Monster II
10 Monster I and can't run
-d10
11 Secret Door, Actions roll to notice/open success? Go to Door to A Room Fail? rest move on
12 Sleeping Dragon Actions sneak,search for treasure,run (Don't wake the Dragon!)
-d12

Roll 7 Treasure
1 coins = 1d4
2 coins = 1d6
3 coins = 1d8
4 magic item
-d4
5 Guard Monster I and magic item
6 Trap and magic item
-d6
7 coins = 2d4
8 coins = 2d6
-d8
9 Teleportation!
10 Trap and Teleportation if you disarm the trap
-d10
11 Guard Monster II and magic item
12 Trap,if you disarm the trap you have reached the Goal!
-d12

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