Funny Rpg Dice Roll Combat System
I suppose these games have excess failures too, like landing a plain could crash fail, and excess destroy the runway. a driver could crash a car and destroy a second car. one really good effect would be a nuclear sub having a crash and in turn has a meltdown, then pollutes the islands its near , what a failure that would be![]()
Definitely. Some more than others, of course, but they also have varying bad results which encourage different levels of nastiness be inflicted.
A few don't even track ammo at all, but instead use some of the rolled negative effects as spenders to make their weapon run empty. Or a myriad of other things. Some kind of Stress or Mental "damage" is also pretty popular in these systems, along with a number of conditions, mutations, or Dark Side sliding they can eventually cause.
I used to think the easier an RPG was the better, but once it became clear how they work , you want thick books with lots of skills and equipment etc... all carefully calculated for the setting, I first read lots of the 3 main core books for d&d3.5 and I was sunk not being able to play, but now I can see how good they are. I also thought when I could play I would not need books, but its the opposite ,I now need big books full of info all calculated for the characters ability stats , so I can see why the new star trek RPG is going to be great. I do think the storytelling rules used in the new World of darkness are great though , and I bought trinity with those rules too, I can play d20 , but playing solo you don't want a whole evening developing 4 chars sheets before you can start playing, storyteller rules allow char creation in a few minites and it suits solo for me anyway.
Yes, generally. As long as the core mechanics aren't an overloaded mess, you can always use whichever others parts you want (if it's initially too crunchy for you). I'd also rather have more than less, since some of it can be trimmed if need be. Better to have it available at your fingertips than have to spend the extra time & thought adding custom new stuff to a system that ends up being too thin for you.
Lifepath character creation. While I've always enjoyed creating characters, the few RPGs with so-called "lifepath" creation are, by far, the most enjoyable. Almost like playing a mini-game in itself.
I think Traveller is the most well known rpg with a lifepath gen system, since it's been around so long, but some recent RPGs have been using them too and even adding more character history hooks & personality than before. The 2d20s have it, although each one is a bit different. Shadowrun 5th has a supplement with an alternate lifepath creation system. I'll mention MC3 again because it also gives you a few points to spend in choosing exactly what you want on some of the lifepath tables (but not all of them). Great mix. They're a great way to get a jump start on character backstory and get the imagination going quickly. Wish more used it.
I was impressed with D&D 3.0 when I got it back in 2001, or whenever it first came out. I didn't mind the crunch, but I've still sworn off all things D&D, including that one. Due to two things. 1) Class rigidity, and 2) DRM Hell & Playing The Odds. The first is probably self-explanatory, but the DRM & Odds thing is the same problem with almost all the old school rpgs. One die is rolled (or a pair added together in some way), but you have to go through multiple sources of + and -, up-down-up, and it turns into a "Math Playing Game" instead of a Role Playing Game. Top that off with knowing exactly what your chances are of succeeding beforehand and it can take me out of the climactic moment. Give me dice pools any day, where you just toss in a good or bad die for each +/-. All the funky symbols, or hordes of variously colored dice with different effects make your % chance of success a bit less obvious at a glance. And a more interesting result than just pass/fail/crit at the end. Keep some extra mystery in there, I say!
There is still value in having light systems, too. For me, they have to not only avoid my two negative aspects listed above, but they must also have plenty evocative "fluff" & setting content. I'm a 'Monster List' whore, so if there aren't many & varied pre-made baddies ready to go then I'm disappointed. As one example. Even easy-to-learn RPGs still need a good amount of content to have value for me.
I was interested in checking out World of Darkness years ago, but never got around to it. I recall it looking "Lite" but interesting. Although I never quite went over the fence to pick it up. Not sure if I'd ever get a group interested in it over others I have, but that doesn't necessarily stop me from acquiring such games.
norrisbeglinver1987.blogspot.com
Source: http://grogheads.com/forums/index.php?topic=17659.0
Post a Comment for "Funny Rpg Dice Roll Combat System"