#1
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The Simplest Dice System in the World
This basic dice system is only one option. You can use your own, or Shadowrun, or D&D, or PBtA, or whatever other game you like. The starting scenario, character roles, plot twists, complications, and enemies, will translate into whatever system you choose. But here is one way to do it:
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#2
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Discussion question: Should there be a custom DC, agreed upon by the player/DM in advance, to adjust the fail rate in this system?
I've never used this system in a solo game before -- only with groups. The fail rate is maybe pretty steep compared to D&D 5e or other games. I actually liked the steep fail rate, because I think it challenges DMs to push forward in other ways, and players to be able to cope with failure. Ya know, when you end up in prison, you might meet your best allies there! And when you die, isn't that just an opportunity to pact up? But, this is my personal preference and others might want more successes. I'm thinking a player and GM could agree on a DC -- 11 or 12 or 13 for a high-success-rate game. 10 for more even odds. And if they both agree on a number, then that becomes the target for that game. In defense of the system as is: One of the reasons I like the high fail rate is that I often GM larger-than-normal tables, so there's a good chance *someone* is going to succeed, but with a solo game, that gets rough. In my game with Homestarbaby, I actually liked that I died and had to pick up a new character. And I do think this kind of timeline is good for big wins or big fails, to just drive things along. Not getting too attached to a character, having a lot of NPCs lying around to be animated, etc. Interested in your thoughts. Just shifting it to 11 instead of 10 would probably have a pretty big impact.
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Rime of the Frostmaiden | What Can Good Girls Do for the Devil? Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach The Amazing RPG Race | Exquisite Corpse |
#3
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I like a simple system. Having only one type of roll to make for the most part made it easy for the players to engage in a fast-paced game without having to ask the GM what type of roll to make, what skills applied, how many dice to use, or what DC to beat.
That being said, I think any system (particularly a simple one) needs to be flexible enough for the GM to adapt it to the situation. Here's how I handle rolls in the Rules Lite System.
In both my games, those basic rules determined how things went for the first half of the game or so. After that, I started adapting things to keep the game fresh, like adding in skills challenges where the player had to make a series of rolls and hope for more successes than failures, sometimes with stacking penalties or bonuses. I created a combat system that involved opposed rolls, ouchy points, and shake-it-off rolls. We even played a game of mystery rock-paper-scissors. P.S. Oh, and no players died in either of my games (not for lack of trying on their part), but mostly because I hid all the sharp objects. My games tend to have a lighter, brighter tone. Yes, even when we are doing film noir.
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Last edited by rhaiber; Jul 24th, 2023 at 03:34 PM. |
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