Like all rules-tinkers, I eventually started out trying to come
up with my own rules-set. I've tried a few different things over the years; variants,
conversions, card systems and diceless. Not really satisfied with any of them, I sat down and started picking out the elements
that I wanted out of a game.
-“one rule to rule them all’ mechanic, such as TWERPS roll
d10, or Talislanta’s chart. I believe it better to have one mechanic that can
cover all situations than 1,001 different mechanics to cover 1,001 situations.
In my experience, players always want to go with option 1,002.
This is covered on page 401 of Rules Appendix C |
-While most games handle low level characters well, by the
time they reach higher levels, the Gamemaster has to start dialing up even the
most minor encounters to 11. This results in Difficulty Number of
76 on a roll of D20. Or in the case of dice-pool games, the character ends up rolling 37D6 just
to pick a lock. At this point, I find the system becomes too absurd to play,
which is not fair to the players who have put a lot of time and energy into
developing their characters.
Why not just make 10 louder? |
-No endless pages listing skills or abilities in character creation.
Has a 75% Skill Level in French Cooking, |
-avoid, if possible, the basic Roll Dice + Stat vs
Difficulty Number, engine that seems to drive 98% of all games.
Or there is this... |
-As much player input as reasonably possible. This means
allowing them to create the character they want (within limits). Plus giving them
a mechanic, like Brownie Points in the WEG Ghostbusters system, that allowed
them to have input into the actual plot.
"You want a toe? I can get you a toe, Dude" |
-a hit point system that actually makes sense.
Now, would this represent an actual injury, or just time and fatigue spent in combat? |
-allowing for a sense of humour without it disrupting play
(probably the most difficult thing to manage).
My ideal DM |
This resulted in a very simple chart. In any situation where
the character must roll a dice, the Gamemaster decides if the task is Easy,
Medium or Hard. The player must then roll one six sided dice and get a result
of 1-3 for Easy Tasks. 4-5 for Medium Tasks. 6 for Hard Tasks. This allows the GM
some flexibility by declaring that picking the lock would be Hard for a
Barbarian, but Easy for the Thief.
Characters skilled in a specific Task, such as a race car
driver with the Pilot: Nascar skill who is spending his afternoon making long
left turns, then needs to roll 1-4 for an Easy Task. 4-6 for Medium Tasks and
5-6 for Hard Tasks. This works because it is not about rolling as high as you
can. It is about landing within the specific number range. If a task is Easy
and the player rolls a 5, then they have failed.
That is the basic system for the system I call ROLLCORE.
Next: Creating a Hero.
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