Monday, June 20, 2011

Working on the system for Rogue Televison

Okay been brainstorming on a simple skill system to use with Rogue Television. I don't want it complex or number crunchy but with some variance. Also wanted to step away from the usual method of rolling under your skill level that I usually use in a lot of games.

Here is what I have so far copy/paste from my open office document I'm jotting all of this down on.

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Skill ranking and mechanics idea. Uses just six siders.

unskilled roll two dice and keep the lowest
skilled roll two and keep the highest
adept roll three and keep the highest
expert roll four and keep the highest

Some skills would be listed as NA for unskilled and impossible to do at that level.

Target numbers would depend on the action. Some would be based off a preset difficulty. For example with lockpicking the lock would have its own number that needed to be reached. 2 for the easiest and 6 for the hardest. Performing under duress adds one to the target number. Others such as dancing would depend on a number determined by the GM, with 2 being easy and 6 being the hardest.

Target numbers for hitting somebody would depend on the weapon and range/actions of target. Examples: Long range would add one, moving target would add one, duress would add one, weapon is low quality adds one, things like this. So if you are trying to hit a perfectly stationary target at normal range the difficulty would be 2. But a target at long range that is running and you are being shot at also (duress) would be a 5.

Of course this could make combat pretty deadly with expert fighters. But then again, shouldn't it be that way?

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