I've decided to start posting abbreviated portions of the rules for the  Tankards and Broadswords RPG that I've been developing.  I've come to  the conclusion that this isn't something I really have any wish to  "publish" like so many are doing, for the simple reason that so many  others are, in fact, publishing their own RPGs.  Rather, it's become  more of an exercise in defining what I like in terms of RPG mechanics  and building an RPG that's right for me and my own GMing style.
However,  I do want some feedback on how others perceive the mechanics I'm  working on, and with that goal in mind, I'll be posting portions of the  rules here.  This won't be the rules as written in my main rules  document, but rather pared down to the basics to keep things brief.
To  start off, we'll take a look at the core task resolution mechanics of the T&B RPG  system.
The Standard Roll
   Any time a character has to take  an action that makes use of a Skill, Peril, or Status value, the player  rolls two six-sided dice (2d), combines the results, and adds the  relevant character related value (Melee, Endure, Infamy, etc.) plus any  modifiers.  This is compared to the situation's Break Point, a value  determined either by the situation at hand (climbing a wall) or  resistance on the part of another character or creature (avoiding  detection while hiding).
The Break Point
   Situational  Break Points typically start at a base of 7 for tasks of mild  difficulty, but increase in value for harder tasks, up to 12 and even  beyond for truly Herculean tasks.  Break Points determined by another  character or creature are generated by using an opposing Skill or other  special ability to generate the Break Point (for example, a Defense roll  to oppose a Melee roll).  In less than clear-cut situations (such as  one character sneaking while another tries to detect), the GM will decide  which character generates the Break Point (since a tie  has to go to one party or the other).
The Balance
   When the  results of the character's roll are compared to the Break Point, if the  character's roll is greater than or equal to the Break Point, the roll  succeeds.  If the result is lower, the roll fails.  The degree to which  the roll succeeded or failed is known as the Balance, and can have  in-game consequences depending on how great the success is or how awful the failure (Balance involving failed rolls is known as  "Negative Balance").
The Weighted Roll
   In unusual  circumstances, a character or creature may make a weighted roll.  The  player or GM rolls the dice as normal, but if the roll does not come up  as a double (i.e., 2-2, 5-5, etc.), the lower of the two die values is  re-rolled and added to the higher die.  For example, if the player rolls  and gets a 3 and a 5, the 3 is re-rolled, and whatever comes up  (whether it is better or worse than the 3) is added to the 5.   The total is then added to the character or creature's Skill or other  value, just like the Standard Roll.
The Chance Roll
   There  are many times when a situation calls for a degree of chance to be  involved, but it has little to do with a character's Skill, Peril, or  Status values.  Rather, it is simply a possibility of something  happening that the GM is leaving up to chance, rather than a  declaration.  In these cases, a "1d/X+" roll, or Chance Roll, is made.   The player or GM rolls one die (1d) and has to meet or beat the "X"  value.  For example, a Chance Roll of 1d/5+ means that something occurs  on a roll of 5 or 6 on the six-sided die.
And that's pretty much  it.  Characters and Creatures use Standard and Weighted rolls for their  Skill, Peril, Statue, and special ability checks, and the Chance roll  handles, well, situations of pure chance or base probability.  Standard  and Weighted rolls are made against a Break Point, which is determined  by a static value or the opposition of another character or creature.   The degree of success or failure in a Standard or Weighted roll is known  as the Balance, which can be positive or negative, and can have an  in-game effect on how things turn out.
Truth be told, there is  nothing revolutionary here, and that's actually how I like it.  There's a  reason certain task resolution mechanics keep cropping up in RPGs; some  methods just work better in play than others.  I figure if 2d6+Value  vs. Difficulty was good enough for Traveller some 30+ years ago, it's  good enough for me.  There's very little math and most of the addition involves single-digit numbers, but at the same time it isn't so simple as to be a "heads I win" mechanic.
Thanks in advance for any feedback folks are  willing to give.  Next time, we'll talk about Character Archetypes and  Character Creation.
 
 
 
4 comments:
Just dropping by to say I still like this set of mechanics very much.
Still have my copy, also.
I like these mechanics too, especially the "weighted roll" and "chance". Very cool. I love any system that relies on the ol' d6. If I can rob Monopoly or Yahtzee to play the game, all the better.
This looks a bit like a system I developed some years ago, and my rationale was quite like yours -- nothing revolutionary, and right for my style.
My system uses 2d6, with the dice being open ended, and a roll of double ones, "snake-eyes", causing a fumble. Apart from that it would appear the two systems, or at the least the core mechanics, have much in common.
Whithout having had a chance to test your system it's hard to give proper feedback, but from what I see here it looks like you have a solid and nuanced system. I am looking forward to see how you've solved character creation and progression.
Thanks for the input guys!
@Harald,
I had considered fumbles and exploding dice, but at the end of the day a) it's just more rules, and b) exploding die mechanics can lead to some fairly ridiculous situations. If someone wanted to house rule it for themselves, I wouldn't care, but I didn't include it in the core rules.
I'll see about posting Characters in a day or two.
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