STATLESS SIMPLE RPG
Posted: Fri Oct 18, 2019 3:12 am
STATLESS SIMPLE RPG
action sucess is determined by a skill test by rolling two D6s, and extra D6 for a Hero and an extra D6 for matching the ready roll, and an extra D6 for having equipment(you roll a D6, if you get 6 you have equipment), and you get an extra D6 for being helped .. if you get over four you suceeded, you also gain extra successes for every 4, so 8 would be 2 successes. For opposing skill tests you compare results, if you get even you badly lose so apply appropriate punushment, if you get plus one you just got through with no result, if you get plus three you succeeded apply rewards, if you get plus four or over succeeded by far apply rewards.
if you try to do something beyond what you would expect the unit to do, reduce the number of D6s yu roll for the skill test by 4, so hope you have the equipment.
when you do an action roll a d6 and compare the action to the ready roll, if the action fits the ready you get an extra D6 to roll for the skill test. for example if a pirate attempts to hide roll a D6 if it matches 3 for stealth you get to roll 3 D6s for the skill test. you then roll an equipment roll D6 on a score of 6 you het an extra D6 for your skill roll
D6 READY ROLL
1)swordplay
2)cunning
3)stealth
4)shooting
5)daring
6)criminal
action sucess is determined by a skill test by rolling two D6s, and extra D6 for a Hero and an extra D6 for matching the ready roll, and an extra D6 for having equipment(you roll a D6, if you get 6 you have equipment), and you get an extra D6 for being helped .. if you get over four you suceeded, you also gain extra successes for every 4, so 8 would be 2 successes. For opposing skill tests you compare results, if you get even you badly lose so apply appropriate punushment, if you get plus one you just got through with no result, if you get plus three you succeeded apply rewards, if you get plus four or over succeeded by far apply rewards.
if you try to do something beyond what you would expect the unit to do, reduce the number of D6s yu roll for the skill test by 4, so hope you have the equipment.
when you do an action roll a d6 and compare the action to the ready roll, if the action fits the ready you get an extra D6 to roll for the skill test. for example if a pirate attempts to hide roll a D6 if it matches 3 for stealth you get to roll 3 D6s for the skill test. you then roll an equipment roll D6 on a score of 6 you het an extra D6 for your skill roll
D6 READY ROLL
1)swordplay
2)cunning
3)stealth
4)shooting
5)daring
6)criminal