Announcing Draft 6. Page count: 20.
The biggest addition to this one is the Alternate/Optional Rules section. Things including: rolling character attributes (something I'm personally not a fan of, but recognize that many are), movement rules, simplifying the rules, cover and flanking.
On another note: I've signed up to GM 2d6 at the Recess in NYC. http://nerdnyc.com/phpBB3/viewforum.php?f=25
They're already full so I'm only signed up as a sub if anyone drops out, which I hope they do!
I've also made some unique business cards with an equally interesting business card holder.
This blog follows the evolution of the 2d6 roleplaying game system, and the adventures our playtesters have endured. As well as my ramblings on roleplaying.
Tuesday, May 25, 2010
Catica: the eve of battle
Things have been rather crazy at the wench bench lately. Eric, a promising young member of the Flayers interrupted the party with turning into a werewolf. Fortunately he was cut down quickly and was unable to infect anyone.
Ariel, an ambitious and attractive frost mage eyes the opening of a Lieutenant's position and is willing to do most anything for the job, including using her powerful magics to cool the drinks of her superiors. Bob and Garrett sent her to find out more about the lycanthrope and about the mysterious red shards Bob found in those pesky rats. Ariel knows of a similar kind crystals that come in pairs and resonate with each other, allowing for communication and remote control, though those crystals are extremely rare and are never this small.
Drool, searches the sleeping drunks and finds a small egg in a man's pocket. She thinks that it could hatch into a small lizard and maybe even a miniature Dragon, something that the wealthy often put collars on and name BoBo.
As the ashes of Eric were scattered to the wind, a Dwarven fellow came into the small inn, bringing with him a dozen huge wooden crates that stunk up the entire building making the wenches very unhappy. Drool opened a crate and recognized the contents to be humanoid remains that were stewing with raw necromantic energy. The problem with a product like this is even though the flesh carries a substantial amount of raw energy which can be crafted into many many things, is that the energy dissipates quickly and will become useless in a weeks time. And nobody really knew who they were supposed to sell the stuff to. So the stuffed all but one smelly crate in a warehouse, and called upon a few experts for their opinion and hopefully purchase of the meat.
A flying origami bird found it's way to the wench bench. It came bearing a message, a ransom note for Nog, with Nog's pin attached to it. After visiting a party store and finding out where Drool keeps her money (you do NOT want to know), Bob and Drool found themselves at the residence of an eldery Wizard named Sax.
Sax is a dealer in fine Magical artifacts, his store is held in his residence and only those who know that it is infact a store would know so. Just the way he likes it. Sax takes a sniff at the paper, and trades one crate of nasty dead things and a night with Mindy, and tells you that it came from the Adventurers' guild.
The group scout out the guildhall. It is a stone building that is three stories tall, with barred windows on the first floor. A mostly forgotten temple, made of the same stone sits next to the hall, they ask for a prophecy from the elderly Cleric who tells them that 'Goodness' is what has Nog and that goodness is their enemy.
The Flayers gather in the basement of the wench bench and start planning. Garrett secretly plans to kill Nog and blame it on the chaos of battle, leaving himself as Master Flayer, and also eliminating that pesky guild once and for all.
Ariel, an ambitious and attractive frost mage eyes the opening of a Lieutenant's position and is willing to do most anything for the job, including using her powerful magics to cool the drinks of her superiors. Bob and Garrett sent her to find out more about the lycanthrope and about the mysterious red shards Bob found in those pesky rats. Ariel knows of a similar kind crystals that come in pairs and resonate with each other, allowing for communication and remote control, though those crystals are extremely rare and are never this small.
Drool, searches the sleeping drunks and finds a small egg in a man's pocket. She thinks that it could hatch into a small lizard and maybe even a miniature Dragon, something that the wealthy often put collars on and name BoBo.
As the ashes of Eric were scattered to the wind, a Dwarven fellow came into the small inn, bringing with him a dozen huge wooden crates that stunk up the entire building making the wenches very unhappy. Drool opened a crate and recognized the contents to be humanoid remains that were stewing with raw necromantic energy. The problem with a product like this is even though the flesh carries a substantial amount of raw energy which can be crafted into many many things, is that the energy dissipates quickly and will become useless in a weeks time. And nobody really knew who they were supposed to sell the stuff to. So the stuffed all but one smelly crate in a warehouse, and called upon a few experts for their opinion and hopefully purchase of the meat.
A flying origami bird found it's way to the wench bench. It came bearing a message, a ransom note for Nog, with Nog's pin attached to it. After visiting a party store and finding out where Drool keeps her money (you do NOT want to know), Bob and Drool found themselves at the residence of an eldery Wizard named Sax.
Sax is a dealer in fine Magical artifacts, his store is held in his residence and only those who know that it is infact a store would know so. Just the way he likes it. Sax takes a sniff at the paper, and trades one crate of nasty dead things and a night with Mindy, and tells you that it came from the Adventurers' guild.
The group scout out the guildhall. It is a stone building that is three stories tall, with barred windows on the first floor. A mostly forgotten temple, made of the same stone sits next to the hall, they ask for a prophecy from the elderly Cleric who tells them that 'Goodness' is what has Nog and that goodness is their enemy.
The Flayers gather in the basement of the wench bench and start planning. Garrett secretly plans to kill Nog and blame it on the chaos of battle, leaving himself as Master Flayer, and also eliminating that pesky guild once and for all.
Grenades, Hordes, and Armor
Before I didn't have any rules for grenade type things, and I'm working on it. My idea is that the item will have it's own attack/damage stats and different things can have different effects. Such as some kind of grenade that makes them fall unconscious will have the status effect 1 or 2 power, with adding modifiers on the size of the room at GM discretion.
I've been thinking about how to run a mass battle type of thing because of the upcoming raid on the adventurer's guild in Catica. And I've come up with a few ideas.
1. Just use narratives. Since both sides have a bunch of minions and a handful of actually competent people, it would be easy to simply say, "Ok, this group of people and this group of people are busy fighting each other while the heroes are locked in an epic one on one fight in the middle.
2. Each minion on that side's initiative rolls 1d6 (all at the same time obviously), add up the number of 6s and that's how many minions/heavy wounds they have dealt as a group. This way is nice because it makes the battle a bit more quantifiable in terms of which group is winning and losing. However, it does take time, and if the heroes of a side win, it doesn't matter much which group of minions is left standing.
3. This one doesn't work as well with what I have planned for the next game but it is something I'm definitely going to play around with either in the playtesting group or on my own. Treat the horde as a single monster, but with a few differences. Give them a ton of health points (which in this system is like 10) which isn't necessarily representing 10 minions, each health point could be 2 or even three if your super heroic and can toss orcs like Gandalf. And give the horde a damage and/or attack bonus based on the number of HP they have left. It makes them incredibly scary at the beginning but as the battle wears on, they become much less so. I need to play with the numbers before deciding were the balance is with this one.
Armor and Mages: I wanted to have something to discourage a mage from wearing heavy plate armor. But I didn't want it to not be possible for there to be a fighter character or ranger type that can use both. So now light armor takes a -1 attack penalty to magic attacks, and heavy takes a -2.
I've been thinking about how to run a mass battle type of thing because of the upcoming raid on the adventurer's guild in Catica. And I've come up with a few ideas.
1. Just use narratives. Since both sides have a bunch of minions and a handful of actually competent people, it would be easy to simply say, "Ok, this group of people and this group of people are busy fighting each other while the heroes are locked in an epic one on one fight in the middle.
2. Each minion on that side's initiative rolls 1d6 (all at the same time obviously), add up the number of 6s and that's how many minions/heavy wounds they have dealt as a group. This way is nice because it makes the battle a bit more quantifiable in terms of which group is winning and losing. However, it does take time, and if the heroes of a side win, it doesn't matter much which group of minions is left standing.
3. This one doesn't work as well with what I have planned for the next game but it is something I'm definitely going to play around with either in the playtesting group or on my own. Treat the horde as a single monster, but with a few differences. Give them a ton of health points (which in this system is like 10) which isn't necessarily representing 10 minions, each health point could be 2 or even three if your super heroic and can toss orcs like Gandalf. And give the horde a damage and/or attack bonus based on the number of HP they have left. It makes them incredibly scary at the beginning but as the battle wears on, they become much less so. I need to play with the numbers before deciding were the balance is with this one.
Armor and Mages: I wanted to have something to discourage a mage from wearing heavy plate armor. But I didn't want it to not be possible for there to be a fighter character or ranger type that can use both. So now light armor takes a -1 attack penalty to magic attacks, and heavy takes a -2.
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