Call me weird, but since my sister and I don't have much time to play RPGs, we typically do it while I'm driving in the car of all places. We never have dice with us, and as the GM, I can't safely roll dice as I drive.

I came up with my own very rules light statless system. In my head, I calculate the likelihood of failure and give my sister a ratio. I then will secretly pick a number, and if my sister can guess the number, the skill check succeeds. For example, let's say she is trying to pick a lock. I might tell my sister 3 out of 5. I will secretly pick one number between 1 - 5 (let's say I picked the number 2). 3 out of 5 means she has three guesses. She picks 1, 3, and 5, and fails. Later, she has to walk a tight rope. I might say, 1 out of 13. I pick the number 8. She can pick any number between 1 and 13, and she guesses 8. Her character successfully makes it across the rope.

I'm getting tired of this mechanic, and I want to introduce stats while still having a very simple resolution system. I've been reading Fate, and I really like how stats are ranked as Average (0), Fair (1), Good (2), Mediocre (-1), etc. I like the Fudge Dice mechanic, where you roll 4 dice with pluses, minuses, or blanks, which raises or lowers your stat to compare against the target difficulty. The obvious problem is, Fudge uses dice!

I want something simple like my mental system above but I also want it to simulate Fudge rolling. The closest I've gotten is doing Rock, Paper, Scissors four times in a row and adding up the results (win = +, lose = -, and tie = blank). Although this would create almost the same result, it sounds tedious. My other idea was to mentally assign a range of 12 numbers either a +, -, or blank. My sister would pick 4 numbers, and the results would add up, but this idea is going to put a strain on my memory. To create randomization, I will need to assign the values differently each time, and again, this will be tedious.

Does anyone have any ideas? Thanks.

richdurhamwrote:Rich,

This is exactly what I was looking for. The cool thing is, there are 5 ability step levels in this. My system of choice is Savage Worlds, and there are five skill levels in that system. I think it will mesh well with the way I normally think of skills and run a game. For adjusting difficulty, I think I'll go with your suggestion of increasing the number range.

Thanks for the help!

Toa Lewa