simple d100 rpg
DESCRIPTION
A simple four page RPG system that does not require much effort to play.TRANSCRIPT
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Stuart Lloyd’s quick and dirty d100 RPG system
or: Stuart Lloyd’s RPG with a lack of snappy title.
Introduction
This is my simple RPG system which leaves a lot of room for the referee to
do as they please. For ideas of setting, skills, magic level and tech level,
there are plenty of free RPG systems to draw inspiration of such as d20
SRD, the d6 system, OSRIC or any number of free RPGs. You can find
another list of free RPGs here.
Setting
The setting can be anything you like. High fantasy, historical, low fantasy,
scifi, hard scifi, modern.
Skills
Every adventurer starts the adventure with 10 skills (but they may have
more or fewer depending on the length of the adventure). Skills can be
determined by the referee who needs to take into account the setting and
the situations that will occur in the quest. Skill is a broad term that could
cover something that the player could train in or it could cover a physical or
mental attribute.
Some historical/fantasy skills: heal, hunting, appraise, craft, profession,
climb, swim, acrobatics, unarmed combat, sword fighting, strength, great
memory, magic (or different schools of magic).
Some scifi skills: Psychic ability, shooting, piloting, unarmed combat, great
memory, programming, engineering.
Magic, psychic powers and tech level
You need to determine the capabilities of the technology in your world. In a
fantasy setting, has gunpowder been invented? In a futuristic setting, is
teleportation and faster than light travel prevalent?
For the magic level or psychic powers level, you need to think about what
magic uses are capable of and how difficult the effects are. Is it easy for
magic users to fly and cast fireball or are they only capable of magical
effects that are unseen
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Ability points
Heroes start a quest with 100 ability points (although it could be any value
depending on the difficulty and length of a quest) which they can use to
help them with difficulty checks.
Difficulty Checks
The referee sets the difficulty of a task and the hero can see if they achieve
the task by rolling d100 and getting a value higher than the difficulty. The
difficulty is usually 0-99, but it can be negative or above 99 for very easy or
very difficult tasks. Heroes can assign any number of ability points to add
to their die roll for a task but only if they have a skill that would help them
with that task.
Combat
Combat is basically a difficulty test. If a hero has a combat ability, they can
use them in the normal way. They may also gain bonuses from using
weapons and armour. Both combatants need to decide on their strategy –
defensive, neutral and offensive. Heroes who choose a defensive strategy,
get a bonus to their roll (around 10 but it’s up to the referee). Heroes who
choose a neutral strategy get no bonus to their roll. Heroes who choose an
offensive strategy get a penalty to their roll (around -10 but it’s up to the
referee). The same applies to the hero’s opponent(s). If they decide to be
defensive, then the difficulty of the combat will be higher by 10 and if they
are offensive, then the difficulty of the combat will be lower by 10. Neutral
strategies give no modifier.
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Wounds status for heros and opponents in combat
Opponent's strategy → Defensive Neutral Offensive
Hero's strategy ↓
Offensive Opponent wounded/Hero OK
Opponent killed/Hero wounded Opponent killed/Hero killed
Neutral Opponent OK/Hero OK Opponent wounded/Hero wounded
Opponent wounded/Hero killed
Defensive Opponent OK/Hero OK Opponent OK/Hero OK Opponent OK/Hero wounded
The green letters are for when heroes win the combat. The red letters are
for when they lose. Although heroes and opponents may be OK if they
lose a combat, they will have still clearly lost the combat and this may have
implications in the case of competition or losing face.
Wounded status
The heroes’ statuses could be unwounded, wounded and dead. Wounded
heroes need at least a week to recover which involves doing nothing other
than light tasks. It will take half the time of complete bed rest.
Sanity status
It may be appropriate in some settings to measure heroes’ sanity. In this
case, you can measure it as sane, shaken and insane. Shaken heroes
have some kind of mental affliction such as obsessive compulsive disorder
or paranoia which will give them penalties to certain tests. Shaken heroes
can recover given lots of time and help. Insane heroes need some serious
help or magic to cure them.
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Fate points
A hero can spend a fate point to give themselves a bonus to a roll (around
+10 but it’s up to the referee) or be given a chance to escape a difficult
situation. They can spend a fate point if they would be killed in combat to
turn it into a wounded result. Fate points should only be awarded in very
rare situations.
Rewards for completing quests
After a quest, a hero can receive rewards in the form of treasure, powerful
equipment, a fate point, more ability points per quest or a new skill. The
size of the reward depends on the difficulty of the quest, the hero’s
involvement and roleplaying and how successful they were.
Conclusion
So that’s my system. If you have any comments, please email me at
[email protected] or visit my gamebook blog at
http://virtualfantasies.blogspot.com/.