This must be the year of gamer's attention deficit disorder (GADD). So far, I've started and stalled out on projects with chariots, galleys, horse & musket skirmish, Byzantine skirmish, and African exploration. This week, I turned back to RPGs.
Me and RPGs
I have a long history of experimenting with roleplaying games. A couple of months ago, I mentioned that I was toying with running an online campaign with my brothers. At the time, I was pondering which system to run. Unhappy with the commercial options, I did a short experiment with a 2D6 system. I've played around with 2D6 before (here are some examples).
Kevin's Quest
I had a burst of inspiration this week and began jotting down rules for a 2D6 system. I began calling the rules Kevin's Quest.
Origins of KQ
These rules are certainly not original. They have many inspirations. I drew on a number of rules that use a 2D6 system, such as
- Traveller
- Barbarians of Lemuria
- PDQ
- QUERPS
Furthermore, old school D&D has an influence. I may gripe about D&D (and there are quite a few flaws worthy of griping about) but the basic structure is very solid.
- Some positives about old school D&D:
- Character creation is straightforward
- Roll attributes, pick a class, roll hit points and gold, then buy equipment.
- The BECMI edition added some general skills, which I like.
- Combat is straightforward
- Roll to hit, then roll damage if successful.
Some Features of KQ
- Characters are created by determining
- attributes (strength, dexterity, intelligence, charisma),which range from -1 to 5 with 0 representing the average
- race and profession (similar to D&D)
- combat skills (fight, shoot, and magic, health) determined by profession, and
- general skills.
- Health starts low (average around 5) and remains low across levels. I want to avoid hp bloat.
- To give some staying power to PCs, I give luck points, which can negate hits.
- Combat is based on 2D6 + modifiers >= Difficulty. Average difficulty = 7.
- Monsters do not roll to hit. Instead, players roll to defend their characters from damage.
- While shields affect the difficulty of hitting, armor does not. Instead, it absorbs damage.
The Experiment
Rather than try out a full-blown dungeon, I decided to experiment with a handle of encounters. I rolled up 2 characters - a ranger and a warrior.
Here are their fights:
- 8 giant rats. The PCs managed to kill 3 rats but were themselves overwhelmed.
- Reduce to 4 giant rats. This time the heroes win. The warrior takes a hit, but negates it with luck. OOPS. I just realized that I forgot to reduce damage due to armor!
- 2 orcs. The heroes kill the orcs but the warrior takes a light wound.
- An ogre. The heroes roll real well, and manage to win unscathed.
In general, I think the rules work. I don't plan on using them for solo RPGing. MicroQuest, my RPG version of MicroBattle, works better for solo play. However, I would like to use KQ if I run a game with my brothers.
Oh, nearly forgot. I need to work on magic rules.
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