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Dice-based turn-based RPG

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antiarmor
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Joined: 06/16/2010

I've been trying to keep this as simple as possible (I'm what normal people might call "slow"), and I've developed a ruleset that seems to work when I test it myself. Any suggestions?

First, select a class. Write down your class info under the USER ID paper.

To begin playing, roll a die. The number you recieve is the number of the location you arrive at. You roll a die once more to determine what
you find in that location. The number you roll is the number of what you find under the CHANCE OF columns.

If your number is an UPGRADE number, then select the next highest type of item being upgraded.

If your number is an ITEM number, then add that item to your inventory.

If the item is MEDICAL, then roll again to determine the number of medical item you recieve.

If your number is an ENEMY number, then spin the spinner to determine what type of enemy it is. The number you recieve is the number enemy you
will fight. The player will then look under the LV (level) column to determine what enemy it is. The player always attacks first, and the player can
choose to either attack, use an item, or run.

If the player attacks, roll a die to determine the number of the accuracy of the shot.
This can be seen under the RESUPPLY tab, in the accuracy section. Subtract the amount of damage a shot does to the amount of health of the enemy.
When an enemy is out of health, that enemy is defeated.

To use an item, subtract the item from your inventory. If the item
is a MEDICAL item, then add the number of HEALTH RESTORE points to your health until it reaches the HEALTH of your PLAYER CLASS.

If the item is a HAND GRENADE, then subtract the amount of damage from the enemy's health.

If the player is fighting multiple enemies, then the damage is divided among
all of them, with any remainder added to one of them.

If the player chooses to run, they are gone unless the enemy has a SPEED. The player rolls a die to
determine their speed. If the player's speed is less or equal to the enemy's speed (which can be found under the HOSTILE IDENTIFICATION CHART).
Once the player attempts to run, they cannot run in the same battle again.

If the player is fighting multiple enemies, their collective speeds are added together.

After the player makes their turn, the enemy attacks. The player subtracts the attack from their health and armor. The player can lose health, but not armor.

If the player is killed (being that they have no health left), they are reverted to their last Experience level,
with their medical supplies and grenades gone.

If a player wins a battle, then they have all health lost regained, and they gain the EXP of the enemy. They can either choose to stay and roll to determine
if they find an item, or they can choose to determine where else they will end up.
If the player ran from a battle, they cannot choose to roll again to find something else in the same location.

To get to the next experience level, your EXP must be 10 more than they had at the start of their current level, and your ARMOR and WEAPON must be at a higher
or highest level.

The player may not gain more EXP when they are at 10 more than they previously had until they get a higher or highest level weapon and armor.

Survivor mode

In survivor mode, the players must defeat all of the other players in order to win.

Each player selects a class, but all classes now have the same amount of HP and starting equipment (agree upon something reasonable).
Players cannot level up now, but they can still get weapon and armor upgrades.
To begin, each player must roll to decide their location.
They roll again to determine what they find there.
There are no enemies in survivor mode, and the enemy numbers are added to the NOTHING tab.
Grenade attacks are not affected by armor, meaning that grenade damage directly hurts other players

If any player rolls a location where nobody else rolls, they will roll again to determine what they find, or roll again to go to a new location.
When a player rolls a location where someone else is, then the player who was there first attacks.
The player cannot roll again to determine what they find if another is occupying the same area. The player also no longer has the choice to run in combat.

Relexx
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Joined: 05/31/2010
As a RPGer

From what I can tell in the RPG communities and myriad of games out there the is two main ethos's when it comes to RPG's. Rules light (Fudge as an example) and Rules heavy (D&D). Some of the arguments for and against are realism vs simulation, mechanics vs game flow. Typically rules light games are more free flowing as less dice rolls are involved in the game, and encourage more role-play opposed to roll-play.

Now having all said that I have no real preference for either, as a player I hate tables, though they are a necessary evil. The more tables there are in a game the slower the game will progress. If you want to speed up the game, and still use tables, make sure the tables are small, if you are using d6's make your tables only 6. If you need a large table consider d66 (11-66, ie first dice is 10's second is 1's), or a moderate table 2d6.

Speed, you said that if there is more than one monster then add their speeds, what is the reason for this? there is no logical sense in it, if I can run faster than one goblin, it is unlikely that 10 goblins will make them any faster. Why not only consider the fastest monster, if he catches the character then all monsters attack.

antiarmor
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Joined: 06/16/2010
Thanks for the input! I

Thanks for the input!
I wanted to make the speed add together so that the player could have an equal chance of being caught by the monsters, rather than outrunning them almost every time. You're right, I couldn't make the monsters move faster each time with a rational reason, maybe I could have them corner the player instead of chasing him?
As for the tables, maybe I could keep them close together, with a large typeface in front of all of the players, so they could refer to it easily. I'll test that out in a little bit.
Thanks again!

Relexx
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Joined: 05/31/2010
Perhaps rather than calling

Perhaps rather than calling it speed, call it evasion, or something more inline to what the mechanic is pertaining to.

As for tables, often games have a small hand out, that has reference information, if it is of suitable size each player could have one. If you are creating a board, you could put them on the borders.

antiarmor
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Joined: 06/16/2010
Something for each player to

Something for each player to reference? I didn't think of that.
And I suppose something like Evasion would work. Maybe like Avoidance or Retreat.
Thanks!

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