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Simple 2d6

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No updates?

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No updates in quite a while. Why is that?
I’m writing and improving my art skills. With over 14 projects to write and another 2 to illustrate I have to brush up on everything.
Simple 2d6 is simply sitting there attracting a few sales. Have you bought a copy? Drop a comment below.
Rune Paths d20 is also attracting a few sales.
Combined the two products paid for some art supplies. Nothing much but it’s nice to have done them.

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Simple 2d6 is going Commercial

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In a few weeks Simple 2d6 will go commercial. It will be available on RPGNow and DriveThruRPG for a low price. Stay tuned.

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Simple 2d6: Weapons revisited

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It occurred to me that I’ve not tabulated, or placed in one area, the various results of the different weapons & their traits for comparison. So I whipped up the following:

Weapon Traits Example

Tork versus Dark Knight.
Tork has won the bout, with margin of 9.
Dark Knight is wearing plate (AV 4).

If Tork is using:
Dagger; 9-1 (small), vs AV 4, leaves 4 damage inflicted
Sword, mace, or axe; 9 vs AV 4, leaves 5 damage inflicted
Bastard sword; 9 vs AV 3 (4-1, large), leaves 7 (6+1, large) damage inflicted
Zweihander; 9+2 (massive), 11 vs AV 4, leaves 7 damage inflicted
Warhammer; 9 vs AV 3 (4-1, armour-piercing) leaves 6 damage inflicted
Flanged mace; 9 vs AV 4 leaves 5+1 (savage), 6 damage inflicted
Stiletto; 9-1 (small) 8, vs AV 3 (4-1, armour-piercing), 5 damage inflicted
Falchion; 9 vs AV 4, leaves 5+2 (crippling), 7 damage inflicted
War Mattock; 9 vs AV 2 (4-1-1 armour-piercing+large), 7+1+1 (large+savage), 9 damage inflicted

Angael shoots Glorbag.
Angael’s SM for the shot is 7.
Glorbag is wearing heavy plate (AV 5).

If Angael is using:
Short Bow; 7 vs AV 5, 2 dmg.
Long Bow; 7 vs AV 4 (5-1 large), 4 (3+1 large) dmg.
Lt. Crossbow; 7 vs AV 4 (5-1 AP), 3 dmg.
Crossbow; 7 vs AV 3 (5-2 penetrating), 4 dmg.
Hvy Crossbow; 7 vs AV 2 (5-3 large+penetrating), 6 (5+1 large) dmg.
Arbalest; 7 vs AV 1 (5-3-1 over-pen-large), 8 (6+1+1 savage, large) dmg. AND anything behind Glorbad is struck for 1 dmg.

Doing this I realised that weapon-traits are bit of a pain to refer to and not actually achieving what I set out to when I designed that part of Simple 2d6. Thankfully I’ve been revising the rules with help from Chris West at www.buygameshobbies.com and all this is being clarified and improved greatly.

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Shields: how to get them right

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The shield; oft whined about, oft under-rated, and mostly ignored as something that is uncool. In DnD/d20 the shield can reduce your chance of being struck by 5% for a buckler to 20% for what that game dubs a tower shield. Unfortunately that’s not a the only thing a shield does. It might just be the most obvious one to an external observer.

Those of us who took our asses to the real side of life and found out what the weapons were, read history, and checked our facts in martial sciences realised a shield is a weapon. It’s not a lethal weapon, per se, but it is a damned fine complimentary weapon. In short the shield aids a character’s ability to melee.

Many systems separate the skill of attacking from the ability to defend; or even make defense something that is based on pure natural ability and hardware with nothing to do with skill at all. This is not the way it works. The two, attack and defense, are inextricably tied together.

Modelling this in an easy way was elegantly done in Simple 2d6. The skill for Melee covers attack and defense simultaneously (see this post). From there it was very easy to model shields as aiding the fighter’s combat ability with a bonus to Melee. With larger more robust shields the wielder also gets a bonus to their armour value. So simple it’s beautiful.

 

Olaus Magnus Historia om de nordiska folken

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Simple 2d6 Combat Example: Traditional

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Previously posted was the gritty combat example. This post is the default Simple 2d6 damage system. That sounds rather complex but it really isn’t. The combat system can be tuned with a simple decision.

Will we use Toughness as a “damage buffer”?

In this example we will, and we’ll show how a knightly duel migh play out between highly skilled and heavily armoured opponents.

Melee with Toughness and Gambits

Sir Kraven faces off with Sir Brightheart.

Both are in full field plate amour, wield kite shields, and war hammers. Their plate armour is armour value (AV) 5, the kite shield adds 2 AV, and 2 Melee. War Hammers are “Savage” which means any damage getting through can ignore 2 points of Toughness (Tuf) – which is the same as adding 2 points of damage that penetrates armour. Both Kraven and Brightheart have Melee +9, so with the kite shield, they have +11. Dangerous and skilled fighters, both.

They roll.

Kraven rolls 8, and Brightheart, 10. that’s 19 vs. 21. Brighthearts blow is caught by Kraven’s shield (AV:2).

They roll.

Kraven totals 20 and Brightheart 17. Kraven’s blow slips past the shield but Brighthearts polished field plate amour turns it aside.

At this point you might be able to see that Kraven and Brightheart will be fighting a long time. What needs to happen is that one rolls very high at the same time the other rolls very low. That’s where Gambits come into play.

 

Kraven curls his lip in disgust and growls. His player prepares the Gambit (7). Brightheart hears the growl and also prepares a Gambit (7).

They roll.

Kraven rolls a 3, adds 11, for 14.

Brightheart doesn’t do much better, with a total of 17.

Both combatants used Gambits, but Brightheart won. That means his result is increased by both Gambits, adding 14 to his result. A total of 17 damage! Kraven’s shield and his plate armour provide AV combined of 7 leaving 10 points. Kraven’s toughness is high, at 9, but not that high. He takes a Wound and is at –1.

Gambits must be declared (ideally in secret) before the combat roll.

Now Kraven is adding 10.

Brightheart, buoyed with confidence, takes a Gambit of 5. Kraven is fearful and does not take a Gambit at all.

They roll.

Brightheart rolls a 10 and Kraven only a 4. That’s 21 vs. 14. Brightheart’s Gambit of 5 brings the damage on Kraven up to 12. After AV Kraven suffers 6 points. Since he’s already had his Tuf exceeded he takes those as Wounds, and is now at –7. Brightheart’s victory seems assured.

Summary

In this example we can see that a battle which may have lasted dozens of rounds can be cut short with Gambits. By risking damage for the chance to inflict greater damage the combat is made more deadly: especially when both combatants perform Gambits at the same time.

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Simple 2d6 Combat Example: Gritty

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Simple 2d6 is fast and easy. It doesn’t suffer from the kung-fu movie beat of most games, in that there’s no my turn your turn pacing to combat. Everyone just declares their target, rolls, and the higher rolls inflict damage on their targets.

One on One

Sir Roger is fighting Garth of the Dirks. Roger has an arming sword and a shield. Garth a pair of dirks.

Roger has Melee of +6 and is fighting in the power style, so adds his Strength bonus of 2, for Melee of +8.

Garth of the Dirks is fighting in the speed style (the only other style) and adds his Agility bonus of 3 to Melee +3 for a total of +6.

Roger and Garth are ready and know they’re about to fight. Roger’s shield gives him +1 to melee, as does Garth’s extra dagger. Roger has +9 and Garth has +7.

They both roll, comparing results.

Roger turns up a 9, for 18.

Garth’s dice land on 7 for 14.

Roger hits Garth for 4 points. Luckily Garth had the foresight to wear some armour, a padded haubergeon, and its armour value of 2 reduces the damage on Garth to 2 points.

Now the fun thing here is that your campaign can be setup for different levels of combat intensity with minor changes to the rules. The standard is for heroic adventure and everyone can take a bit of damage, equal to their Toughness,  before they start to death spiral out with Wounds. If it was to be a gritty, hardboiled, sword noir kind of game, then you’d just have the Wounds start immediately. Let’s say this is a hardboiled campaign.

Garth has 4 wounds. That’s –4 to all combat and skill checks. He’s in bad shape.

That’s the end of the first bout, or combat round.

Neither tries to disengage and flee. The combat continues.

Roger rolls 9 again, for 18.

Garth rolls 6, for 13, but is –4 from wounds. Only 9.

Roger chops him open for 9 more damage, –2 from armour, and nets 7 points inflicted on Garth. Garth is at –10 and since that’s higher than any of his statistics he is unable to continue.

Three on One

Garth’s friends arrive too late to help their buddy. Roger stands victorious. The three friends look at each other, draw their shortswords, and spring to the attack.

“For the shire,” the cry.

Roger looks them over and thinks they’re all rather short and quaint but intends to cut them into smaller, less offensive pieces.

Since the friends, Fred, Simon, and Peter, outnumber Roger they get to help each other. Each ally adds one to each fighter. So there’s three, that means each fighter gets +2, since they can’t aid themselves any more than they are with skills and stats. They all have Melee of +4 and Agility +2, for +6, but with their allies, they have +8 each.

They all roll.

Roger rolls box cars, 12, +9, for 21.

Fred gets total of 18. Simon scores 16, and Peter, 16.

Roger can only wound one of them and chooses Simon, to inflict 5 points. Simon has no armour and chooses to disengage, rather than die.

They all roll.

Roger rolls 7, adds 9, and ends up with 16.

With only one ally, Fred and Peter have only +1 for that, so they get dice +7.

Fred scores 10 on the dice, adding seven, for 17.

Peter scores 4 on the dice, adds seven, for 11.

Fred hits Roger for one point. Roger’s shield has armour value of 1 and deflects the strike.

Roger hits Peter for 5 points, and Peter follows Simon’s lead, to run for his life.

Roger and Fred face off.

Fred has to pull something out of his proverbial hat. He goes for a Gambit. Roger fights straight up. Secretly Fred’s player declares his Gambit of 4 points (no more than his melee skill). It might be a post-it note, a scarp piece of paper, a white board, or even a playing card with the Gambit value represented with a number.

They roll.

Rogers scores 6 on the dice, adds 9, ending with 15.

Fred rolls 11 on the dice, adds 7, for 18.

Fred won. He inflicts 3 but because of his Gambit of 4 points he increases the result and inflicts 7 damage on Roger. If Fred had of lost Roger would have added 4 to his result.

Roger’s shield reduces damage by 1, leaving 6 points. Now Roger is at –6 and it’s his turn to run.

Summary

So there you have it. Simple 2d6 melee combat is really quite easy, and when setup for grittiness, is very dangerous. To make it more traditional the damage accrued has to exceed Toughness to start inflicting wounds and therefore penalties. With an average Toughness of 7, this lets most people take two decent hits before they start to lose their combat effectiveness.

Question

Well dear reader, I hope that shows how simple it is to resolve a combat in Simple 2d6. If you would like to read more leave some comments. Would you like the next post to be a full fight between two heavily armed, armoured, and skilled opponents to show how Gambits are used to win such duels?

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Simple 2d6 Release

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After running through a beta with good results here is the Simple 2d6 release.

It’s free, it’s fast, and it works.

Simple 2d6 ReleaseRules that stay out of the way of the gaming action.

Download Simple 2d6

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Duration >> Advanced 2d6?

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After a few hours of revision on my various projects I realised that Duration (my crunchy 2d10 based system) may as well be abandoned. It was being trimmed back last I was working on it and it basically has the form of Simple 2d6 in its current state. The possible plan is to make an Advanced 2d6 system with lots of crunch but it seems that the current trend is established systems, or simple systems, so I’m questioning the value of that work. Duration is on vacation until I make a decision.

 

Is there any value in extending on Simple 2d6’s premises to make an Advanced 2d6 that will include the following?

*Hit locations

*Piece-meal Armour

*Armour damage tracking

*All movement, lifting, and fatigue tracking

*Critical wounds

*Action Points for combat

 

My thoughts are that only established systems can get away with crunch. Indie systems that have crunch are held in disdain.

 

What do you think?

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Simple 2d6 Update (Mar 2011)

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Simmering along nicely is Simple 2d6, the system I have made to make things at once fast and able to maintain suspension of disbelief. It strikes a sweet spot between simple and detail while minimising crunch.

What’s so good about Simple 2d6?

*No need of special dice.
*Skill-based character generation (no classes or professions)

*Very simple combat
*Gambit-based stunt/feat system (bet failure effect vs. success)

*Only thirteen skills

*Everyone has a perception ability

*It flows so fast you won’t know yourself!

 

Now that I’ve put in all the things I forget about, absent-minded professor type that I am, it is closer to a final draft than ever before. A table-of-contents, index and a few appendices are included. What remains is a character sheet and a sampling of pre-made foes & creatures.

 

When this is in its final draft the great work will commence on the Simple 2d6 version of the Khara Thel Worldbook. After that the Simple 2d6: Modern Appendix. One of the obstacles for which is getting firearms and body armour straightened out. They’re currently a bit wonky and don’t scale well.

 

So for those of you who like updates I hope this gives you and idea of what’s going on.

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Cover Design for Simple 2d6

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Simple 2d6 is ready for its next release. I need to come up with a cover design & art work for the PDF/eBook/print copy that is fitting with the interior. If anyone has some suggestions post links in the comment.

Ideally it’d be old line drawings or woodcuts similar to the art on the interior. I’m also thinking that it would be over a parchment background to keep with the post-Gutenberg era look that I was  going for.

I’m interested to see suggestions.

Also if anyone wants to put forward some original art and I think it fits the bill then I’ll mail you a hardcopy!

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