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Simple 2d6

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Combat Gambits: Simple 2d6

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An optional rule for the idea of Gambits in combat. That is taking a risk to increase damage inflicted at the risk of having increase damage if the bout is lost.

Optional: Gambits
Heavily armoured combatants who are equally skilled will fight for a long time unless one is lucky at the same time as the other is unlucky. It is possible for combatants to attempt a gambit to increase their inflicted damage should they win a bout. This is done at the expense of having the same risk to self if they lose the bout. If both parties are performing gambits then they are cumulative. This can even carry over into multiple combatant situations.

Example: Sir Rufus takes a gambit against Sir Blackheart. The gambit is for 4 points. If Sir Rufus wins the bout he increases his inflicted damage by four points. If he loses the bout Sir Blackheart increases the damage he inflicts by four points.

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Simple 2d6: Shields

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After a bit more play testing shield’s AV and Melee bonuses were too high. The new look is:

Table (1.7) Shields

Type

Armour Value

Melee Value

Buckler

0

1

Small Shield

0

2

Heater

1

1

Full/Kite Shield

1

2

Wall Shield

2

1

Pavis

7

0

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Simple 2d6: Infected Wounds

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Jensan’s comments got me thinking about “Infected Wounds” for Simple 2d6 and made me realise that, as it stands, infected wounds are an inconvenience: they prevent the character healing for a few days. It’s true that this means the character will still have the wound penalties, since they haven’t healed, and be at –n until healed. Other than, though, infection is not a danger. To address this I put an optional rule together on the effects of infection.

Optional: Effects of Infection
Each day that natural healing is prevented from taking place is a chance for infection to set in. Make a test versus infection, with TN the same as the TN was for cleaning the wound, each day. Should the wounded fail the test then infection has set in. Infected wounds do not heal and get worse each day they are not treated. Subsequent days require resistance against poisoning from gangrene with the TN base the same as the original TN for cleaning the wound. This TN increases by one point, cumulative, each day without the wound being correctly cleaned and treated.

Example: Zed had a nasty wound to his leg. The original TN to clean it was 9. Infection set in on the second day. On the third day Zed makes a resistance against TN 10 (9 + 1 first day). On the second day of infection Zed must make a resistance against TN 12 (9 + 1 first day + 2 second day).

As the infection increases the skill check required to cleanse and treat the wound matches the resistance TN. Any wound that has had a resistance test against poisoning from gangrene should have some permanent effects should the patient survive. This is dependent on the extent of infection. Something that was only infected for one day would have a nasty scar. Two days a minor lack of mobility, such as a limp, or stiff joint. Three days would see a permanent loss of some Agility or Strength.

I’m beginning to think that another appendix with fully fleshed out optional rules, or even an additional document, might be a good idea.

Optional: Effects of Infection

Each day that natural healing is prevented from taking place is a chance for infection to set in. Make a test versus infection, with TN the same as the TN was for cleaning the wound, each day. Should the wounded fail the test then infection has set in. Infected wounds do not heal and get worse each day they are not treated. Subsequent days require resistance against poisoning from gangrene with the TN base the same as the original TN for cleaning the wound. This TN increases by one point, cumulative, each day without the wound being correctly cleaned and treated.

Example: Zed had a nasty wound to his leg. The original TN to clean it was 9. Infection set in on the second day. On the third day Zed makes a resistance against TN 10 (9 + 1 first day). On the second day of infection Zed must make a resistance against TN 12 (9 + 1 first day + 2 second day).

As the infection increases the skill check required to cleanse and treat the wound matches the resistance TN. Any wound that has had a resistance test against poisoning from gangrene should have some permanent effects should the patient survive. This is dependent on the extent of infection. Something that was only infected for one day would have a nasty scar. Two days a minor lack of mobility. Three days would see a permanent loss of Agility or Strength.

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Magic-system Progress

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In the post about Simple 2d6 for Khara Thel I stated about two weeks. There’s far more work involved than I initially outlined. Each religion that I mention has to have basic tenets listed to get an idea of how Grace can be managed and the religious caster’s relationship with their deity. Each school of magic craft needs descriptions and game mechanics. I’ve never had to describe much of this previously because I could just name a few spell lists from Rolemaster and it was done.

With a less-organised magic system to draw on I have to create the organisation of said magic system as I develop the text. This takes a lot of effort and validation. Although I have a bit of time I’m not writing much on this. The repair and painting of my house’s front and rear decks is taking more time – especially in light of the up and down weather at the moment.

Magic, as it is forming up, is looking quite good but needs more playtesting particularly through character generation. The numbers are good for raw spell casting but how they interact between magic craft types is unknown. Religious casters will use a similar number scheme but how Grace governs magic, via the caster’s relationship to the deity, means a tight behavioural restriction and subsequent motivation to the deity’s tenets.

It’s a case of chipping away continuously with the time I do have.

Here’s a simple outline of Araytor the Defender. A religion suitable for adventuring characters.

Araytor – the Defender
Basic Tenets

  • Defend the weak, innocent, meek, and good.
  • Destroy the attackers, tyrants, thugs and brutes.
  • Be honest in all your dealings with those who have not wronged you or the weak.
  • Generosity to those truly in need, be it coin, water, food, or a lesson so that they may help themselves.
  • Peace must be strived for and opportunity to make peace is the highest work.

Doomchant

With a low singing chant the caster takes on the aspect of the defender, unto the death. Wounds are accumulated at half the normal rate (damage inflicted is halved) and Tuf is +6 or raised 12, whichever is more. Melee skill is increased by the SM of the Spellcraft check, missile defense from aura of power is AV of Grace + SM of Spellcraft check, and all Perception checks are +6. The Doomchant lasts until the caster is killed or the defense is complete. When the defense is complete, all charges are safe from the threat, the caster has a chance of dying. Wound penalties are doubled, since the halving wears off, and this may kill the caster if it exceeds their Tuf which is also reduced when the spell wears off.
Grace Required: 10
Base Difficulty: 13
Range: Self
Duration: special (see text)

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Khara Thel: Simple 2d6

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I’m working on the Simple 2d6 book for Khara Thel. The premise is that if you have the system neutral worldbook you can pick up the Simple 2d6 book and combine them to play in Khara Thel using the Simple 2d6 rules. The “Khara Thel: Simple 2d6” book will have extra rules for the native setting, mainly for apothecary, magic and equipment.

One major new thing I’ll be putting in is the idea of Grace being a statistic for those who perform religious magic. This will be an additional attribute (like Strength, Agility, etc.) that measures your character’s favour with their deity. Doing things against the dictates of the deity will result in loss of Grace. When Grace no longer generates a statistic bonus, the character has lost the favour necessary for religious magic. Should Grace generate a penalty then the character is in the “bad books”. And when Grace reaches zero they’re likely to incur Wrath.

Grace is a pretty simple mechanic to keep religious characters on the right path. It also means that the concept of a demi-urge can be made. That is a great mage who is also a great religious figure with Grace from their deity. Kind of an archmage-cleric in traditional parlance.

To date I think I’m about a week away from getting the text done. Then I’ll need another week to get some art together to break up the text and get some flavour into the document.

If any one would like to contribute some line art I’d be much appreciative. Anything in the vein of WH-FRP (Tony Ackland), Fighting Fantasy (Russ Nicholson), William McAusland, or Michael Osadciw will fit in well.

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Simple 2d6 System: Modern

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A few notes to expand the 2d6 system towards modern settings. Includes a limited set of rules for firearms and automatic-fire.

Simple 2d6 system modern appendix

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Simple 2d6 System

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Sometimes “crunch” just gets in the way.

So I’ve devised a pretty simple system that uses 2d6 rolls for all core mechanics.

Combat is a contested roll (highest wins and the margin of victory increases the effect). Passive skills are vs. TN or highest Skill wins automatically, depending on the situation.

Simple 2d6 System Draft

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