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Wan Shi Tong
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Post subject: Re: Advancing the game into RPG
Posted: Wed Jun 22, 2016 6:30 pm
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Joined: Thu Feb 20, 2014 2:39 pm Posts: 967 Location: The Old Dominion
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They did something called battle companies back in the day that was RPG like but still kept the basic gameplay. You could have a look at that the start with up as for actual RPG's akin to D&D I don't think there is anything like that.
_________________ "Draw your sword with a heavy heart, but swing it with a heavy hand"
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Commissariat
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Post subject: Re: Advancing the game into RPG
Posted: Wed Jun 22, 2016 7:09 pm
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Joined: Wed Oct 29, 2014 12:27 am Posts: 138 Location: New England
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Deja Vu
On Dakkadakka thekingofkings posted a link to Cubicle 7's One Ring RPG game, but if you are looking to make your own thing, don't reinvent the wheel. Just take bits and pieces from things you like. Or make the out-of-battle skills purely RP based, good role-players are able to accomplish more sort of thing.
_________________ - Wild Battle Companies Developer (CE) Battle Companies 2016 Edition
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jdizzy001
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Post subject: Re: Advancing the game into RPG
Posted: Wed Jun 22, 2016 7:41 pm
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Loremaster |
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Joined: Sun Apr 13, 2014 7:20 am Posts: 1367 Images: 14
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I stressed over this for a long time and concluded that everything is already there. SBG focuses on the d6 role. Everything in this game revolves around succeeding at a d6 roll. The harder it is, the higher the plus value. An easy skill is 2+ to succeed, and harder skills are 5+ or even a 6+, with 4+ being the average difficulty number.
In SBG, characters don't get "better" as the grow in xp, they accumulate more might. Might is a measure of the PC's skill level as it allows them to tip the odds into their favor.
I strongly recommend using Battle companies rules for making heroes then go forth and game. Might, Will and fate (or any stat which has depleted) have a chance to recover after each encounter (roll one die for each point lost and recover a point of something for every result of a 4+ during the post encounter recovery time). That last part is actually from the FOTR journey books, but translates very well to RPG recovery. This means a character doesn't actually die during encounters until after the attempt to recover.
One thing to keep in mind, the RPG would have to be very story focused, aka a rules light RPG, but yes SBG can easily translate over to RPGs and you don't have to invent a lot of new rules to make it happen.
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Commissariat
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Post subject: Re: Advancing the game into RPG
Posted: Wed Jun 22, 2016 11:22 pm
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Joined: Wed Oct 29, 2014 12:27 am Posts: 138 Location: New England
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