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D&D ish game with no dice.

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mdkiehl
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Joined: 12/10/2010

Hello, I've been around the forum for a while. I'm an artist and designer. Some of you might remember my game "water to water" from last year. I don't often have new game concepts to share, this however is an idea I've had that I've wanted more community feedback over.

I've had this idea of creating an RPG/miniatures system that doesn't use dice in the mechanics at all. In fact I've thought about it being much like a deck-building game. The idea however is mostly to try to create a nice RPG system that succeeds where others fail, and doesn't need a great dungeon master to lead you, where turns are short and adventure is constant, and Action is high. I'm going to try to lay out here how it might work but I would love for you to share ideas that might help to create a new kind of RPG. Even let me know where RPGs have let you down and maybe It can help me to create a better system.

Each player has a "attack rating"(AR) card or cards that function much like the dice in D&D. When one is used it is turned face down until all the player's AR cards are face down (then they are turned face up again). Typicly players will turn one AR card face down on their turn when they attack. Players will have some AR cards that are good and some that are bad and they must choose the order in which they wish to play them. If your AR card is greater than the opponent's defensive AR/armor then damage is dealt.

Each player has a weapon card or cards (or spell card) that has a given amount of damage - this is the damage dealt when the AR is higher than the monster's AR.

The whole system then works in reverse for the monsters, but they will likely only have one AR number and one damage number (so the monsters do not have to have their own set of cards).

Other stats are also contained on cards:
Mind (For defensive Spell AR)
Knowledge (for supplementing spell and healing amounts)
Might (For supplementing Weapon damage)
Nimbleness (Defensive AR)
Health (spent when hit)

As players progress through the game they will draw "loot" cards for each monster they kill, but these cards will also have an "experience" (XP) value. The XP Values can be spent to "purchase" stat cards, AR cards and other class abilities. The loot will also contain items.

An interesting thing that this provides is that the decks can be "stacked" so that lesser abilities must be purchased before getting access to grater abilities. The same applies to the loot. The low XP loot must be picked up before the high XP loot can be picked up. I'm even thinking that if there are character "levels" then the next level is reached when all the "level 1" loot cards have all been picked up.

Healing characters would likely heal for the value of the AR card that they turn face down (+knowledge).

Damage spells will function like weapons, but can be purchased with XP rather than needing to be found.

The game will require a big box of cards(150-300), plus miniatures (or character/monster tokens), and some dungeon maps (mats) to play on (Thought I'm highly considering a kind of Tile-system but this might be too costly).

This could have some PVP elements easily, but I'm thinking of it as a team PVE.

Each "level" might need to be its own box set not costing more than $15-$20. Or level 1-5 is in a big box set then additional levels are add-ons. Maybe it has different sets for different races too? Certainly seems like the kind of product that a million add-ons could be made for.

Let me know your thoughts, maybe it has been done? Any Themes I should consider (though I might stick with medieval-fantasy)?

I know it might not sound like a terribly original idea, but I'm mostly trying to develop an RPG system that is more accessible than D&D but much more rich than Munchkin.

I'm open to most any suggestions other than the addition of dice :-) Let me know if you have any questions.

Regards,
Matthew Kiehl

http://mdkiehl.wordpress.com

kos
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Joined: 01/17/2011
Saga, Rune, Donjon

Your concept immediately reminded me of the Dragon Lance Fifth Age rpg, which uses the "SAGA System".
http://en.wikipedia.org/wiki/SAGA_System
The wikipedia entry is rather sparse on details. The system is quite fun. I have a copy in the cupboard if you need more details.

You could certainly gather some ideas from the SAGA system, though from your description you are aiming for a different style using the same base mechanic (card play to resolve actions). SAGA focuses on drama and storytelling (and relies heavily on the GM), whereas it looks like you are focused on dungeon-crawling (with GM-lite or no GM). Both styles are valid, and there's plenty of room in the no-dice RPG market.

If GM-lite is what you want, an option is to have a rotating GM like Rune. I have a copy of that somewhere too.
http://www.atlas-games.com/rune/

Another game you could look at for inspiration is Donjon Crawl (rules online). You don't have to read the whole thing, but just read the intro section called "How this game came to be". The concept expounded there is in itself is a twist that, just as it did for the author, can get the brain going with all sorts of creative ideas for how to design a dungeon crawl game.
http://files.crngames.com/cc/donjon/donjon.txt

Regards,
kos

mdkiehl
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Joined: 12/10/2010
Theme considerations

After some more consideration I might make this an Ancient Greek (or ancient cultures) themed game.

Kos, thanks for your input!

Regards,
Matthew Kiehl

http://mdkiehl.wordpress.com

mdkiehl
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Development

So, I'm making more progress on this than I thought I would. I already have concepts for some 50 cards... 2-300 might not be so many after all...

One idea I'm struggling with a little is monster placement and "spawning". I'm thinking about creating a monster deck for each different environment. So First when you enter a new area you draw a tile then you draw monster cards to place in each of the "monster" locations. I thought it might be interesting to also include some NPC and good characters in the "monster" deck.

Regards,
Matthew Kiehl
http://mdkiehl.wordpress.com

mdkiehl
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Joined: 12/10/2010
good progress

I've got about 100 cards put together now. I hope to have some prototype images soonish to share.

Regards,
Matthew Kiehl

http://mdkiehl.wordpress.com

mdkiehl
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Joined: 12/10/2010
progress

150 cards made and printed... with about 50 spelling mistakes which are a necessary part of every prototype. I also have 17 tiles and 41 character tokens.

About ready for play testing next weekend.

Regards,
Matthew Kiehl

http://mdkiehl.wordpress.com

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