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Thread: Who else here enjoyed Pen And Paper RPGs?

  1. #11
    Duckyyy's Avatar Junior Member
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    Nov 2010
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    Default Re: Who else here enjoyed Pen And Paper RPGs?

    ive only had 1 experience with this, spent hours making my character and then the game only lasted 10 minutes, ever since wow is the only rpg i play

  2. #12

    Default Re: Who else here enjoyed Pen And Paper RPGs?

    That sucks Duckyy, I hope you don't judge it off that odd expirience thought. >.<
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  3. #13

    Default Re: Who else here enjoyed Pen And Paper RPGs?

    I created this. Feel free to peruse.

    Though the prime stat roll system (for saves and the like) could use some work - I want to base it partially off street fighter: the story telling game for degrees of success though, but also include a minimum summary number for general successes.

    Ie. You leap a large chasm. Difficulty is 20. You have 5d6 dice bunch related to jumping. The total of all of your rolls is 22. This means you are successful, but you also rolled a two ones and three sixes. Ones make the victory worse (a bare success), while sixes add additional perks to the success. Ones also cancel out sixes, so effectively two ones and three sixes means that you are successful with a minor perk - you leap the chasm and manage to prepare yourself to avoid the sword swung at you (so the save versus the sword is now a bit easier).

    If you hadn't rolled any ones or sixes, then the victory would have been standard - you leap over the chasm but aren't particularly prepared for the sword being swun at you; meaning the difficulty to save against the sword is higher.
    ----

    The problem with the above system is that for every problem a game might realize, the GM has to make up a difficulty rating for each. The ones and sixes degrees of success can be winged though.
    Last edited by solidsamurai; 10-16-2011 at 10:33 PM.

  4. #14

    Default Re: Who else here enjoyed Pen And Paper RPGs?

    Quote Originally Posted by solidsamurai View Post
    Though the prime stat roll system (for saves and the like) could use some work - I want to base it partially off street fighter: the story telling game for degrees of success though, but also include a minimum summary number for general successes.

    Ie. You leap a large chasm. Difficulty is 20. You have 5d6 dice bunch related to jumping. The total of all of your rolls is 22. This means you are successful, but you also rolled a two ones and three sixes. Ones make the victory worse (a bare success), while sixes add additional perks to the success. Ones also cancel out sixes, so effectively two ones and three sixes means that you are successful with a minor perk - you leap the chasm and manage to prepare yourself to avoid the sword swung at you (so the save versus the sword is now a bit easier).

    If you hadn't rolled any ones or sixes, then the victory would have been standard - you leap over the chasm but aren't particularly prepared for the sword being swun at you; meaning the difficulty to save against the sword is higher.
    ----

    The problem with the above system is that for every problem a game might realize, the GM has to make up a difficulty rating for each. The ones and sixes degrees of success can be winged though.
    Sounds like Shadowrun with its glitch system.

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