A quick look at some mechanisms

I've been thinking of the Dragon Die in the Dragon Age RPG.

You roll a bunch of dice and determine the total, but if the dragon die matches one of the other dice you gain bonus points for manoeuvres that change the way the action plays out.

How about a system with two dice like this?

An "And" die...

...and a "But" die.

If the "And" die matches one of the others in the test, then regardless of the success or failure of the action something beneficial occurs.


If the "But" die matches one of the others in the test, then regardless of the success or failure of the action something detrimental occurs.

If both of these dice match in some way, then some truly interesting outcomes occur.

I'm thinking of running with the Tooth and Claw mechanism to anchor this system...roll one or more dice, more dice = more risk, get some free dice of you have skills associated with the action you are attempting, aim to roll under an attribute appropriate to the task.

The general rules should fit in a pocketmod format. Then each type of character would have a pocketmod booklet of their own, containing a few special rules for their specific caste of immortals/timelords/angels/bodhisattvas.

2500 odd words for the main rules...1000 odd words for each character type.

Comments

Popular posts from this blog

A Guide to Geomorphs (Part 7)