I can't help myself. I've had this running through my head from time to time and had to put it into words so it can be looked at and possibly adjusted, or even tossed.
This is a rambling set of general thoughts. Please feel free to give me your opinion on whether you think this is doable, or what looks overly complicated about it, etc.
This is a test document for a 3d6 Roll Under System.
GURPS uses a similar system and there may be some similarities here, but this is not intended to be a GURPS clone by any means.
Parts of this are also inspired by Simon Washbourne's excellent Barbarians of Lemuria Engine.
The damage tracking is inspired by Cortex from MWP
Base Mechanic = 3d6 Roll Under Target
Base Target Number (Average Difficulty = 10+Attribute+Skill)
Roll 3d6 + Difficulty Die Modifiers
Example: Defense Ranks are a positive DM, add them to your roll
The GM decides that the task is Very Difficult and assigns a +4 DM to the roll
Attributes:
Brawn Reflexes Vigor Mind Perception Appeal
Each Attribute will be rated from -1 to 3 at character creation. 0 is an Average Attribute, -1 is hindered in some fashion, 3 is an extraordinary individual. Attributes over 5 are considered Supernatural or Alien, perhaps achieved by Cybernetics or Mystical Abilities.
Roll on the table below to randomly determine the value of each of your Attributes. Roll each one individually and place the result in the order rolled.
The progression may seem a bit strange, but rolling low is going to be better in this system, so let's start that way from the beginning.
3d6 Roll | Attribute Value |
18 | -1 |
11-17 | 0 |
6-10 | 1 |
4-5 | 2 |
3 | 3 |
Training
Rather than specific skills, I think I want to go with Training Packages for this game. Training Packages are fairly broad definitions, representing familiarity with specific career paths. 'Skills' within these packages may very well overlap and are left to the discretion of the GM and the player. The GM is encouraged to allow the Player some say in what they feel would fall under their training, but the player is also admonished to be reasonable, and if something is 'borderline' perhaps a DM will offset the questionable areas.
GM's are encouraged to say Yes rather than No, however there is nothing at all wrong with a 'Yes, but. . . ' response. Move the game along and have fun while you do it.
Examples of Training packages are listed below by broad genre. The GM should have a specific set available for the players to choose from for his specific setting.
Fantasy Training Packages
Knight Soldier Alchemist Burglar Pickpocket
Beggar Huntsman Noble Companion Minstrel
Sorcerer Apothecary Healer Priest Seafarer
Modern Training Packages
Computer Programmer Technician Mechanic Medic
Soldier Outdoorsman Driver Faceman
Investigator Sneak Enforcer Engineer
Scientist Academic Occultist Lawman
Flyboy Seafarer
Science Fiction/Space Opera Training Packages
Pilot Technician Medic Soldier
Spacer Explorer Enforcer Smuggler
Scientist Academic Lawman Seaman
Engineer Psionic/Mystic
This is by no means an exhaustive list and should only be used for non-combat 'skills'
For combat-related skills, there should be a standard set of Combat skills that are purchased.
These of course may not all be available depending upon the setting and are suitably broad as well.
Brawl Melee Archery Gunnery Shooting Throwing Defense
Brawl includes all unarmed and close, small weapon attacks (knives, beer bottles, etc.)
Melee includes all hand to hand weapons, from knives to pole arms.
Archery includes all muscle-powered bow weapons
Gunnery is for heavy weapons, vehicular weapons and the like. Could be renamed siege weapons for fantasy or low tech settings.
Shooting is for firearms and crossbows, also includes man portable energy weapons in sci fi/space opera
Throwing If you can throw it, you use this skill
Defense the basic ability to get out of the way of damage. This can be augmented in combat with some of your weapons skills with certain options (multi-action penalties, forgoing attacks, etc.)
Damage and Dying
All characters will begin with 10 + Vigor in Stun and Body points.
Armor, some cybernetics, and some mystical abilities may grant a Toughness score. This absorbs damage before it is applied to the character.
Attack rolls do basic damage (stun + body, with prejudice to stun) for every point that they exceed their target
(for example, Johnny Rocket is shooting at a Thulian Thug with his ray gun, and Johnny has a Reflexes 2 and a Shooting 3, and the Thug has a Defense Score of 2 and is wearing armor that absorbs 2 points of damage. Johnny's player rolls 3d6+2 (target defense added) against a target number of 15 (10+2+3) and rolls a 12, he does 1 points of stun [the armor absorbed 2] before rolling damage for his weapon.)
EDIT:
I've been messing around with this a bit since I posted it and I think I will wind up going with a 3d6 (alt version of d20) or 2d6 +/- DM with a target number for success like Barbarians of Lemuria and Traveller use. Having a roll low for skills then roll high for damage is counter to what I'm wanting to do, which is keep a 'universal' type paradigm for this. Also one of the things I want to do is get away from any dice but d6's in order to make it more accessible for those who have never played.