Showing posts with label rules-light. Show all posts
Showing posts with label rules-light. Show all posts

08 October, 2012

Spellcasting in the adapted Ghostbusters system

In the Ghostbusters system everything you try to do (beyond normal mundane things like tying your shoe -- unless you're playing a three-year-old) is given a difficulty number.  You roll the number of dice in the related Trait and try to equal or beat the number.  Why not so with spells?  So my spellcaster  has a Brains/Intelligence of 5.  Let's pretend I have a list of spells, divided into ranks by their relative power.  To steal some from D&D, a Magic Missile might be a Rank I spell, a Fireball a Rank III.  Just for a baseline test.  So I'll decide, at this early juncture, that Rank I spells are difficulty 5, Rank IIs are 10, and Rank IIIs are 15.  Now my spellcaster wants to cast Magic Missile.  Or: let's give it a different name like ... Arcane Bolt.  I dunno.  So I roll five dice, including the Ghost/Skull Die, and I get a 12, with a 4 on the Skull Die.  That's more than 5, so it's a success.  The spell goes off, and the nature of the spell means it automatically hits its target.  No Skull, so yay for me -- no complications or other things that will help my opponents.  But what if later I try a spell I barely know, or maybe one I've just learned recently from a musty old scroll I brought back from an adventure -- Claddadh's Thundering Inferno, a Rank III spell.  So my target number is 15.  Again, I roll four dice plus the Skull Die.
Uh-oh, I rolled a six on the Skull Die, which is the skull. It counts as zero and means I'm due for trouble, regardless of whether I succeed.  The rest of the dice total ... exactly 15.  Whew.  So, in the course of my first attempt to cast this probably ancient spell, I barely manage to keep it from burning out my cortex and instead it burns my enemies.  But wait: I rolled the Skull too.  The GM lets me know that the thundering ball of fire does indeed incinerate my degenerate foes, but also catches the old chest in the corner of the room, which, being it was actually an incredibly rare sculpture made of highly flammable but valuable material once used by some people who are all dead now, this probable archaeological treasure goes up in flames, destroying it and whatever nifty secrets it may have contained.



I think it's workable.

14 August, 2012

Changing of the Dice

While tinkering around in the simple system I'm yanking out of West End Games' Ghostbusters game, I pondered changing from using six-sided dice to using four-sided dice.  I find the ubiquitous six-sider boring, though it's far more accessible to non-gamers who might be better able to pick up this rules-light system as opposed to the monstrosities that are latter-day editions of D&D.  Four-siders are my favourite die, followed by twelve-siders, so I thought I'd look into how the game might change based on a different randomiser.

Adjusting the difficulty numbers assigned to tasks is simple: the standard range is 5 (easy) to 30 (difficult), with a new level after every five numbers.  Well, I see that 5 is 6-1.  Six is the maximum you can roll on one d6.  So for every "level" of difficulty you should be rolling one more die if you hope to succeed.  You would have a hard time rolling a 5 on a d6, but most characters don't have scores of 1 (I think 2 is the minimum, though injury or unusual circumstances can cause you to lose points in your traits), so we can safely assume the player will be rolling at least two dice.  If I apply the 'max on die minus one' formula to the d4, I get a scale from 3-18.  Again, it's hard to roll a 3 on a d4, but if you're rolling two of them, not too bad.  So adjusting the scale of difficulty numbers seems to translate okay.

However, with only four possibilities whenever you roll a die, the Ghost or Skull Die becomes a much larger threat.  The probability you will roll the skull and have Something Bad happen leaps from 1 in 6 to 1 in 4.  That's significant.  It could be justified by the setting -- if you run a dark horror or post-apocalyptic game with a deadly and/or scary mood, where the PCs should expect awfulness to be around each and every corner, it might actually benefit you.  I don't know that that's a good idea for my setting idea, which I'm planning to be mostly serious but not grim, with ample opportunity for some comedy/foolishness/slapstick.

So the jury's still  out on this one.  I'm still very much in the brainstorming phase of the setting, and I'm assembling the rules (mostly, as I said, pulled right from the pages of the Ghostbusters book) bit by bit as I go, so there's plenty of time to tweak and experiment.

13 August, 2012

Rules Light

I'm tinkering about, in my head, mostly, with the idea of adapting using stealing the D6 rules used in West End Games' "Ghostbusters" RPG for a gaming experience. I loved the super-light rules in that game and I think they'll be great for any number of settings. I would probably re-name the "Ghost Die" to a generic "Skull Die" or something, but that's barely worth mentioning.

In the Ghostbusters game, character sheets are slightly larger than a 3x5 card, including room for a portrait. Characters have four Traits: Brains, Muscle, Moves, and Cool, and a Talent for each, which lets a player roll four extra dice when attempting a feat that falls under that Talent. Each character also has a Goal and a set of Brownie Points. The general mechanic is: to complete a task, the GM assigns it a difficulty and decides what Trait it falls under. The player rolls the number of dice their character has in that Trait and tries to equal or beat the difficulty number. The dice are all six-siders, and one must be the Ghost Die, which has the famous 'no-ghost' symbol in place of the six. If you roll the ghost, Something Bad happens, whether or not you succeed, and the ghost counts as a zero. If you succeed or fail without rolling a ghost, you just succeed or fail and nothing particularly special happens outside what you might expect to happen in that situation. But if you roll a ghost, even if you succeed, Something Bad happens, usually, in Ghostbusters, with comic effect.


Players can spend Brownie Points to improve their chances to succeed or to save their character's butt in an emergency. They earn Brownie Points by successfully completing adventures and by explaining what happens to their character when they save his/her butt with Brownie Points. Brownie Points are a little like Fate points, but they're also hit points: if you take damage from something, say, a poltergeist slams you in the face with a phone pole, you lose Brownie Points. I think it's a wonderfully compact and functional system that you can play without the need to look up things on a chart every 2.5x10-2 seconds.

I've made some notes on vague ideas for a sci-fi setting, a 'mutant animals living in our modern world a la Teenage Mutant Ninja Turtles' setting, and I've even pondered using this in a fantasy setting, and not only to wean some of my players from the idea that D&D 2nd Edition Skills and Powers is the only D&D ruleset worth playing fantasy in. And I'm really getting tired of Forgotten Realms.

When I've looked over the Ghostbusters rules in a little more detail, and decided if this is something I want to do or not, I'll update here.