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RPG Laboratory

Yet Another Dice System (But nearly diceless)

Yes, I know there are hundreds of these and I guess I don't know most of them, but just read. There are some rants and some solutions I find they might be useful. And I'd welcome some comments. Thanks.

First of all, I think RPGs should have less dice and more roleplay, as two initials of the abbreviation indicate. And I think we roll some unnecessary dice. Let me explain;

When we see an orc, we roll a dice if we could hit him or not. Both our attack rating and orc's defense rating is constant. And then, the next attack and we roll again. Did our attack rating change? No. Did orc's defense rating change? No, again. So why the hell did we roll again? I can hear some say, "Dummy, don't you know the chaos theory? Probabilities always change." I know, but we're not doing quantum physics, we just want to play a game. And this game is about roleplaying, not roll-playing. (Sorry for cliche.)

What I've been trying to tell is, most of the time we roll a dice to resolve the whole action, so why not with the combats? Of course, a battle centric game would have more detailed combats, but there is one more thing, I'm not done yet. In most d20 using systems, you roll a dice and add your modifiers. And most of the time, these modifiers are something between 1 and 5. (If you're not epic, and epic is simply exceptional.) That means, all your efforts of becoming a warrior is 1/4 effective what your result of dice is. It's just unfair.

So, what about my solution? Less dice, more roleplay. And by less, I mean d6 instead of d20. d6 is easier to find, has a nice shape and you can roll it on ragged surfaces. Enough missionary. And roll only when there are undetermined things. An enemy appeared? Roll attack. If higher than player's defense, attack successful. Player attacks? Roll defense. If player's attack is higher, he hits. If your player's attack and defense is higher, your NPC is doomed. And don't roll again for what you determined just a minute ago. Their attributes don't change at every attack. (Imagine a warrior, first he drops his sword, then after he grabs it again, he slays the evil monsters gracefully. Or the poor paladin, who unfortunately got killed by a stray orc just because he was dead unlucky at that fateful day.)

No more cheaty critical successes. No more slaying-dragon-at-first-attack tales. If something is determined, no need to roll again. If something changes, represent this with modifiers. If margin is far enough, no modifiers can change the situation, sorry.

Then how we can change our doomed fate, if a monster is stronger than us? Easy answer; roleplay. You know your strength, you can see your enemy's strength. (If you didn't see, you can understand after first blow.) So you can use your brainz, make up some tactics, or if you're the berserker type, show your GM your angst and fury with your eardrum-destroyer-battle-cry. I'm sure he'll give some bonuses after he can hear again. I hope I got my point clear. (If I didn't, please comment and I will.) And I hope there aren't more grammatical errors than I expected. Thanks for all reading.

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