Showing posts with label d6. Show all posts
Showing posts with label d6. Show all posts

Wednesday, 31 January 2024

The Tactile and Generic TTRPG - Boardgamey tablefeel using bits and bobs.

 Introduction

  • This system is designed to play a character focused TTRPG with some of the tactile “tablefeel” of board games. It uses generic game components that will on hand/easy to acquire (d6, tokens/poker chips, card chits, playing cards). 
  • The referee presents an imaginary game world to the players, who take on the role of characters within that world (pursuing goals self determined, set by the referee or collaboratively determined). 
  • Shout out to Trent B @ https://newfeierland.blogspot.com/ ! The game he has been tinkering around with for the last few years (that I've had the pleasure of playing in a couple of times) uses a d6 system that I've taken heavy inspiration from for this system. 


Player Character Creation: 

  • A player picks something to represent their character (miniature, picture, description, etc). 
  • The referee will determine the number of tokens and life chits that character gets at the start of a session. 
  • The referee will determine how hard/complicated specific actions/defence are for that character, and how many d6s a character gets roll for specific actions/defence, during play. 


Action/Defence Rolls: 

  • When a player attempts an action in which failure has consequence and is not automatically successful, an action roll happens. 
  • Non player characters (or the environment) are automatically successful in actions that attempt to hinder/harm player characters. Player characters may roll to defend against such actions. If the player characters fails their defence roll (or doesn’t/cant defend) they lose a life chit. 
  • The referee determines how many d6 each player rolls for their character and how hard/complicated the action/defence is. How hard/complicated the action/defence is will determine what roll is required for success/to defend. 

Determining Action/Defence Roll targets: 

Difficulty: (Roll on a d6) 

    • Easy, 3+  
    • Medium, 4+
    • Hard, 5+ 
    • Very hard, 6+ 

A complicated action/defence will require a number of dice to be rolled at a certain number or higher. 

  • Easy and complicated, 2 x 3+ 
  • Medium and complicated, 2 x 4+ 
  • Hard and complicated, 2 x 5+ 
  • Very hard and complicated, 2 x 6+ 

Particularly hard/complicated actions/defence may require more than 2 dice to be rolled at a certain number or higher. 

  • If a player rolls at least the required number or higher, on the required number of dice, their character’s action/defence is successful! The referee will need to determine the consequence for failing an action roll if it is failed. This should be something that makes it more difficult or complicated to achieve their current goals. 



Tokens

  • Players may give the referee a token instead of rolling a d6. This token represents a roll of 6. 
  • Players regain their tokens at the start of each session. 
  • Hard Mode: The referee may use any tokens they receive once to turn any d6 result into a 1. 
  • Narrative mode: As hard mode, but any tokens used by the referee go back to the player they are used against. They may use them again in the session.  



Life chits: 

  • If a player loses all their life chits they die. 
  • If approved by the referee one player may give up one of their life chits in place of another player. This represents their character somewhat sacrificing themselves for the other character.  
  • How player characters regain life chits is determined by the referee. 



Non Player Characters: 

  • Can be expressed as a number of life chits and a description that gives the referee an understanding of how hard/complicated their actions will be to defend against.   


Order of Actions: 

  • The referee determines the order in which player characters , non player characters and the environment take action within the game world. 


What happens next/random encounters: 

  • The referee may ask a player to pull a number of random cards from a deck of playing cards. The number pulled will be determined by the referee in relation to how in control the player character is in within the current situation of the gameworld. 
  • The player decides which one of the cards they pulled is applied to the game: 
    • Red cards = Something good for the players 
    • Black cards = Something bad for the players 
    • Number cards = A event takes place, the number determining how great or insignificant the event is. 
    • Face cards = An object or entity appears, the face determine how great or insignificant the object or entity is. 


Player Character inventory: 

  • Each character will have appropriate possessions/equipment (confirmed by referee). 
  • More possessions/ equipment can be acquired through play. The referee will determine how much possessions/ equipment a character may have/carry, and the impact of any new possessions/ equipment on how hard/complicated specific actions/defence are. 
  • Buy and selling possessions/ equipment can be handled through action/defence rolls, with the cost of failure being determined by the referee (loss of inventory/reputation/etc) rather than a life chit. 


Player Character Advancement: 

  • If a player character survives a session, the referee will make a note of something/s that character is better at for future sessions. 


Friday, 9 December 2022

Tokens and Tragedies - the pick your crunch d6 battle system (Fully Custom Edition!)

(I've been fiddling around with this for the last few weeks. It begun as a semi free form/matrix argument inspired battle game but mutated into a more mechanical skirmish game where I try and squeeze as much as possible out of a single d6. I'm currently play testing a Necromunda inspired "hack/total conversion" of these rules. I had plans to put this into a PDF but I don't know if that will be happening any time soon, so here it is in blogpost format!) 

For generating and resolving interesting and unique narrative skirmish conflicts  


  • This is not a competitive skirmish game. Some willingness to cooperate to see an interesting battle play out is required from the players

  • A digital or hand drawn map with symbols for units/terrain/chits or, miniatures, terrain and distinct chits/unit markers, are highly recommended to play the game.



Key Mechanics: 

Movement: 


  • Players state where each of their units will move. 

  • If the other player does not slow any units, the units move immediately. 

    • Slowed units arrive at the beginning of the next movement phase (and may then move again). 

    • A slowed unit’s faction gains a token for each unit slowed. 

  • To melee attack a target a unit must move to the area of their target, and then move again into melee range. 

  • To range attack a target a unit must move to the area of their target. 


Special Resolution, 

When a unit attempts something that isn't an attack, roll a d6: 


1 - 2) Failure 

3 - 4) Failure, put a +1 chit on unit, unit gets +1  to next roll attempting same thing 

5 - 6) Success 


Basic Battle Resolution,

When a unit attacks a target, roll a d6:  


1) Miss

2) Defend - Put a defense chit on unit - Minus 1 to next battle roll targeting unit. 

CAN stack but only one chit always consumed each attack against unit 

3-4) Injure - Put an injury chit on target.  Each injury chit =  minus 1 to all rolls.

 A unit is dead if it has 4 or more injury chits on it.  

5) Maim - Put a maimed chit on target. Target is  unable to act and an additional attack of 3+ kills it 

6) Kill - Put a dead chit on target. Target unable to act until they are no longer dead.If a unit has their Dead chit removed, they are no longer dead but must remove one if their “Strengths”. 


Tokens: May be used to: 

  • Cause a successful dice rolled by a unit with a Tragic Flaw to fail as if a 1 was rolled, but MUST reference the Tragic Detail as a reason for the failure.  

  • Causes an unrolled  dice roll by a unit with a Heroic Boon to be an automatic 6 (affected by -1 from injures), MUST reference the Heroic Boon as a reason for the success.

  • In the environmental phase a player may spend a token to apply Turf Crunch to a specific area of the map. 


Turf Crunch: Advantages (Crunch Strengths, Special Abilities, Heroic Boons) or disadvantages  (Crunch Weakness, Special Weakness, Tragic Flaws) applied to a specific area of the battlefield.


Setup Phase Summary:

  • Agree on number of units in each faction

  • Apply Crunch Strengths and Weaknesses to whole faction

  • Apply Advantages (Crunch Strengths, Special Abilities or Heroic Boons) and disadvantages  (Crunch Weakness, Special Weakness or Tragic Flaw) to each specific unit .

  • Agree on battlefield base terrain description and any special atmosphere

  • Apply Turf Crunch to battlefield areas .

  • Agree on battlefield objectives 

  • Deploy units. 


Battle Turn Summary: 

  • Gambit - determine which player acts first in all phases this turn. 

  • Movement Phase - Each player, in gambit order,  moves all of their units. 

  • Special Phase - Each player, in gambit order,  resolves all of their units special abilities. 

  • Battle Phase - Each player, in gambit order, attacks with all of their units

  • Repeat! 


Key Terms: 

  • Crunch Strength: A positive slight change (one mechanic, one integer) to the key mechanics of the game.

  • Crunch Weakness: A negative slight change (one mechanic, one integer) to the key mechanics of the game.

  • Token: Spent to make an unrolled dice by a unit with a heroic boon a 6, or a rolled dice by a unit with a tragic flaw a 1. 

  • Special Ability: An out of battle ability/power/etc used in the “Special Phase” of a turn.

  • Heroic Boon:A descriptive detail that allows the unit to use a token to guarantee a roll of 6. 

  • Special Weakness: A negative (generally passive) out of battle ability/power/etc activated in the “Special Phase” of a turn.

  • Tragic Flaw: A descriptive detail that allows a token to be used against the unit to turn a roll of theirs into a 1.

  • Advantages: Crunch Strengths, Special Abilities or Heroic Boons applied to a unit. 

  • Disadvantages: Crunch Weaknesses, Special Weaknesses or Tragic Flaws applied to a unit. 

  • Turf Crunch: Turf Crunch are advantages (Crunch Strengths, Special Abilities, Heroic Boons) or disadvantages (Crunch Weaknesses, Special Weaknesses, Tragic Flaws) applied to a specific area of the battlefield. 

  • Gambit: When one  player declares that they will act first in all phases of a turn turn. The other player may take a token, or give a “Tragic Flaw ”  to one of the other players units , or give  an “Heroic Boon” to one of their units. 



Key Chits applied to Unit: 

  • Slowed: Does not move this movement phase, applies at the beginning of the next movement phase and may then move again. . 

  • +1: Applied after a roll of 3 - 4 on a specific action in the special phase,  unit gets +1  to next roll attempting same thing 

  • Defense:- Minus 1 to next battle roll targeting unit. CAN stack but only one chit always consumed each attack against unit 

  • Injury: -1 to all dice rolls by the unit. A unit with 4 injury chits dies. 

  • Maimed: Unit is unable to act and an additional attack of 3+ kills it 

  • Dead:  Unit is unable to act until they are no longer dead.If a unit has their Dead chit removed, they are no longer dead but must remove one if their “Strengths”.


Note: A simpler and swifter version of the game can be played if “Army lists” have been prepared that allow the players to simply choose from a list of appropriate Advantages (Crunch Strengths, Special Abilities and Heroic Boons) and Disadvantages (Crunch Weaknesses, Special Weaknesses and Tragic Flaws) applied to a unit. Additionally, having  battlefields prepared with lists of appropriate turf crunch will also help make the game simpler and swifter. 

Faction Setup: 

  • Both Players agree on the number of units their faction will have. 

  • Each faction has the same number of “Basic Melee Fighting People” that use the “Basic Battle Resolution” to attack. Basic Melee Fighting People” begin with no advantages or disadvantages.    

  • Each player may give  their faction as many “Crunch Strengths” as they desire. These strengths apply to all units in the faction. 

    • A Crunch Strength is a slight change (one mechanic, one integer) to the key mechanics of the game.

  • Once a player has given their faction the desired number of strengths, a second player may give the first’s faction a “Crunch Weakness” or take a “ Token” for each strength the other took.  

    • A Crunch weakness is a slight change (one mechanic, one integer) to the key mechanics of the game. 

Unit Setup: 

  • Each player may give each of their specific units as many advantages (Crunch Strengths, Special Abilities or Heroic Boons) as they desire. 

    • A Crunch Strength is a slight change (one mechanic, one integer) to the key mechanics of the game. 

    • A Special Ability is an out of battle ability/power/etc used in the “Special Phase” of a turn.

    • A Heroic Boon is a descriptive detail that allows the unit to use a token to guarantee a roll of 6. 

  • Once a player has given their units all their desired strengths a second player may give the first’s units a disadvantage  (Crunch Weakness, Special Weakness or Tragic Flaw) or take a token for each advantage given to the other’s units. . 

    • A Crunch Weakness is a slight change (one mechanic, one integer) to the key mechanics of the game. 

    • A Special Weakness is a negative (generally passive) out of battle ability/power/etc activated in the “Special Phase” of a turn.

    • A Tragic Flaw is a descriptive detail that allows a token to be used against the unit to turn a roll of theirs into a 1.


Notes

  • A disadvantage cannot override a faction/unit's specific advantage. 

  • Crunch strengths/weaknesses should only affect one integer and type of  mechanic (changing the dice roll resolution tables by ONE entry/requiring ONE more or less token/chit, etc.) More than one integer of the same strengths requires multiple weaknesses be applied/tokens taken. 

  •  A special ability/weakness should impact the current condition, by one integer, of one unit's status in one mechanic. 

Battlefield Setup:

  • A first player describes the terrain of the battlefield.

    • These descriptive details can be used in movement slowing and applying Turf Crunch.  

  • A second player describes any additional effects, atmosphere, weather, dangers, etc that the battlefield has.

    • These descriptive details can be used in movement slowing and applying Turf Crunch. 

  • Each player takes it in turns to define a distinct area or region of the battlefield and apply Turf Crunch to it. 

    • Turf Crunch are advantages (Crunch Strengths, Special Abilities, Heroic Boons) or disadvantages (Crunch Weakness, Special Weakness, Tragic Flaws) applied to a specific area of the battlefield. 

    • Cover, traps, doors, healing pools, etc and so on, can be added to a battlefield in this way. These must seem plausible and logical considering the battlefield’s description and all units, regardless of faction, have equal access and use of these environmental additions.

Optional, Battle Objective Setup 

  • A first player describes the basic objectives of the battle of each faction (if it is beyond “Kill the other faction”) 

  • A second player describes a complication, technicality, or quantifier to each objective. 

  • Objectives may result in Additional Turf Crunch if both players agree. 

Pre Battle: 

Deployment: 

  • A first player describes the starting locations of each of their units. 

    • A second player may ask the first player to change the location of any of their units. For each unit moved the first player may take a token. 

  • The  second player now describes the starting locations of each of their units, following the same procedure above. 

The Battle Begins! 

Play out turns in the following order! 

Gambit: 

  • One player declares that they will act first in all phases this turn. The other player may take a token, or give a “Tragic Flaw ”  to one of the other players units , or give  an “Heroic Boon” to one of their units. 

  • If neither player (or both) wants to declare that they will act first in all phases, roll a d6, highest wins, to determine who will act first. 

Movement Phase:

  • The first player states where each of their units will move. 

  • If the other player does not slow any units, the units move immediately. 

    • A player slowing a unit must provide a logical in universe reason as to why a unit is slowed. 

    • Slowed units arrive at the beginning of the next movement phase (and may then move again). 

    • A slowed unit’s faction gains a token for each unit slowed.

  • To melee attack a target a unit must move to the area of their target, and then move again into melee range. 

  • To range attack a target a unit must move to the area of their target. 

  • The  second player now states the movements of each of their units, following the same procedure above. 


  • Notes on Movement: Movement will be game and battlefield dependent. The specifics will need to be agreed on by both players before the game begins. As a general rule on a “smaller” battlefield, units should be able to move  any area on the map with a single move. On a “larger” map units may need to move to a specific region of the map with a move, then to a specific area within that region with another move. 

Special Phase:

  •  The first player describes the attempted out of battle actions of each of their units, resolving them with the d6 Special Resolution. 

    • Tokens may be used in this phase.  

    • Tokens: May be used to: 

    • Cause a successful dice rolled by a unit with a Tragic Flaw  to fail as if a 1 was rolled, but MUST reference the Tragic Detail as a reason for the failure.  

    • Causes an unrolled  dice roll by a unit with a Heroic Boon  to be an automatic 6 (affected by -1 from injures), MUST reference the Heroic Boon as a reason for the success

  • The  second player now describes the attempted out of battle actions of each of their units, following the same procedure above. 

  • If a unit is an area affected by Turf Crunch that requires a dice roll, the unit must resolve the environmental Turf Crunch before they can resolve their special action. 


  • Note: The special resolution system can be used by units to attempt certain actions that may not be covered by specific “Special Abilities” (such as giving another unit a specific piece of equipment), if both players agree on the result of the attempted action. 

Battle Phase: 

  •  A first player describes the attempted attack  of each of their units, resolving them with the d6 Basic Battle Resolution. A “Basic Melee Fighting Person” needs to be standing next to a target to attack them (in melee range). Other attack distances will depending on the attacking units Advantages  

    • Tokens may be used in this phase.  

    • Tokens: May be used to: 

    • Cause a successful dice rolled by a unit with a Tragic Flaw to fail as if a 1 was rolled, but MUST reference the Tragic Detail as a reason for the failure.  

    • Causes an unrolled  dice roll by a unit with a Heroic Boon to be an automatic 6 (affected by -1 from injures), MUST reference the Heroic Boon as a reason for the success

  • The  second player now describes the attempted attacks of each of their units, following the same procedure above. 


  • Note: As a general rule a unit can only be the target of up to 4 melee attacks in a single battle phase. 


Return to “Gambit” then repeat until the battle is resolved! 

Optional Environmental Phase: 

  • In this phase each player, in gambit order, may spend a token to apply Turf Crunch to a specific area of the map. 

Tuesday, 6 December 2022

Build your own adventurer d6 system!

 I've been working on a little skirmish game with these tables at its core: 

Special Resolution, 

When a unit attempts something that isn't an attack, roll a d6: 

1 - 2) Failure 

3 - 4) Failure, put a +1 chit on unit, unit gets +1  to next roll attempting same thing 

5 - 6) Success 


Basic Battle Resolution,

When a unit attacks a target, roll a d6:  

1) Miss

2) Defend - Put a defense chit on unit - Minus 1 to next battle roll targeting unit. 

CAN stack but only one chit always consumed each attack against unit 

3-4) Injure - Put an injury chit on target.  Each injury chit =  minus 1 to all rolls.

 A unit is dead if it has 4 or more injury chits on it.  

5) Maim - Put a maimed chit on target. Target is  unable to act and an additional attack of 3+ kills it  6) Kill - Put a dead chit on target. Target unable to act until they are no longer dead.


From: https://www.facebook.com/profile.php?id=100087855297057


I thought it be fun as a basis for a regular party based tabletop game. 

Here are my ideas: 

  • Player Characters can only be killed if they have at least 2 injuries or maimed if they have at least 1 injury. An attack roll of 5 or 6 against an uninjured target gives them an injury. An attack roll of 6 against a target with a single injury gives them a second injury.   
  • When a character levels up (at the discretion of the referee) they get +1 to ignore first injury after resting and a Strength (approved by the referee)
  • Strength: A positive slight change (one mechanic, one integer) to the key mechanics of the game. Being able to do something of note using Special Resolution requires a strength (casting a spell, hiding, healing, etc). 
  • A character can be revived from "maimed" without any long term negative effects but any character revived from "dead" either gains a Weakness or loses a Strength. 
  • Weakness: A negative slight change (one mechanic, one integer) to the key mechanics of the game.
  • Non Player Characters can have levels like Player Characters but NPCs CAN be killed/maimed without any injuries. 
  • If the events of the game require turns, an entity (NPC/PC) can move and attempt a single or special resolution roll on their turn. 
So the way I see the game playing out is every level the players get to custom build their own little mechanics that suit the character they want to play! 

From: https://www.facebook.com/profile.php?id=100087855297057