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Die!Types

Die!Types

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Published by Terry RW Whisenant
A very basic role-playing system that I am working on. Please send me any comments or ideas that you'd care to share, that I might incorporate into the game.
A very basic role-playing system that I am working on. Please send me any comments or ideas that you'd care to share, that I might incorporate into the game.

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Published by: Terry RW Whisenant on Jun 29, 2010
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Die! Types
By Texaspoet | Terry RW Whisenant |texaspoet@gmail.com | copyright 2010
 Basic concepts and ideas for a simple game system, that I am working on. Please email me withcomments and ideas. Thanks.
Statistics
Physical, Intellectual, Mental, Social, Magical
Spread d2 through d10 out through your Statistics: Assign one to be d10, one to be d8, one to be d6,one to be d4, one to be d2.Physical = simplified health, strength, dexterity, agility. Intellectual=intelligence, smarts, perception,wits. Mental= ego, sanity, willpower. Social=charm, magnetism, leadership, influence. Magical=aura,soul, power.For purposes of keeping up with what your current effective statistic is, put a different colored dice of the appropriate die type on the table. Yes, this means this method requires you to have five differentfull sets of dice. I use pennies to represent d2s. When you lose an effective dice in a contest, removethe correctly colored die and replace it with a small die type of the correct color. I use Black for Physical,White for Intellectual, Blue for Mental, Yellow for Social and Red for Magical.
Occupations
Soldier, Burglar, Con-man, Archer, Telepath, Farmer, Locksmith, Herbalist, Doctor, Merchant, Penny-counter, Town Guard, Brewer, Fisher, Hunter, Telekinetic, Scout, Nuclear Physicist, Biologist,Computer Programmer, Mercenary, Energy Projector, Cook, Artist, Musician, Actor, Fire Mage,Enchanter, Forest Mage, Summoner, Weather Mage, etc. Make up any occupation you like that issetting appropriate.
Pick One of them to be d10, or pick two to be d8, or three to be d6, or four to be d4.You can use your dice in an Occupation to roll for any type of activity that you can convince the otherplayers and game-master that you should be able to do with it. You should pick one specific skill or areaof expertise equal to your die type, for each occupation. Example: Someone who had burglar as anoccupation at d8, should define 8 specific things he can do with that occupation, such as: pick locks,bully people, climb walls, sneak around, streetwise, pick pockets, fence items, case a joint. You will havean opportunity to gain more skill definitions in the future.
Rolling a total
 
Pick the Statistic and Occupation that apply. Roll the die type for each one and then add them together.If you have no applicable skills, then you only roll a stat dice, unless the GM decides you cannot attemptwhat you are trying without training of some kind.
Passive Contests
The Game-master picks a difficulty die for how hard some task is.2D2 = simple, 2d4= average, 2d6= difficult, 2d8= hard, 2d10= very hard, 2d12=impossibly hard.The character attempting the action loses an effective die type for that contest, each time he loses. If his effective stat is reduced to d0, then he has failed the contest.One of the dice of the contest difficulty is reduced by one die type for each time the character wins. So,2d6 would become d4+d6, then d2+d6, and then d0+d6 ending the contest, showing it took 3 rounds forthe character to overcome the passive contest.
Active Contests
Active Contests involve comparing two results. If one person rolls higher than another, he hassucceeded in scoring a damaging result. The target lowers the statistic he used in the contest by onetype. If a die type is reduced below d2 that character is out of the contest. The type of contest defineswhat losing the contest entails. A debate ends with the winner offering the winning point of contention.A seduction ends with the loser being seduced. Combat ends with the loser seriously wounded or evendead. It is entirely possible to use different skills and stats in contests that do not entirely stop acontest. Taunting your opponent might end in causing him to attack you, instead of whoever he wasattacking, or perhaps he runs away, depending on how things are going, or some other result entirely.Losing Physical contests means you have been overcome physically. You lose the arm wrestlingcompetition; you pass out or die from damage, etc.
Losing an Intellectual contest means you’ve been outsmarted, you’ve lost the debate, you’ve beenmisled or you can’t figure out the p
uzzle.
Losing a Mental contest means your mind has been read, your brain is traumatized, you’ve beenlobotomized by a telepathic contest or you’re insane.
 
Losing a Social contest means you’ve been seduced, bribed, fast
-talked, persuaded, or out-orated.Losing a Magical contest means your aura has been drained, your soul has been burnt away, and youpass out or die.
Contests that don’t involve dying, losing consciousness, going
insane or something similar will resetbetween new contestants. If you lose an argument with one person from having your effective
Intellectual stat reduced to d0, you don’t stay at d0, when the gentleman at the door engages you in adebate as you’re leaving. You reset to what your basic Intellectual dice is, for his purposes. This d
oes
 
not work the same way for Physical or Magical, or possibly even Mental depending on why you have losteffective dice.
Losing a contest, round to round
Anytime that someone loses a round, they may choose to become stunned instead. This prevents themfrom losing a die type that round, but takes their next round to recover. If they are damaged again thenext round, they remain stunned and have to lose a die type in their statistic. You can only have one
instance of ‘Stunned’. If hit by another damaging
attack that round, you have no choice but to lose a dietype from your affected stat. After being Stunned, the next round you roll as normal, but cannot inflictdamage on your opponent. If he again inflicts damage on you, you remain stunned and lose another
effective die type. If you win the contest, you don’t inflict damage, but you successfully become un
-stunned.
Different contests simultaneously
You might be attacking an enemy fighter with your sword, being attacked by a magic bolt, persuadednot to attack someone and taunted by an enemy fighter all at the same time. Every participant rollstheir die totals and you compare totals, from highest to lowest. You roll the highest with your swordattack,
and hit the enemy fighter, who now doesn’t get an action since you went first and you were his
target. The magic bolt goes wide, and you ignore the guy attempting to persuade you.If the guy who was attempting to persuade you went first, and the bolt casting wizard went second, andthe taunting fighter went last, then you would lose a die type in your Social stat or be stunned, then losea die type in your Magical stat or be stunned. If you choose to be stunned by either one of those, thenyou have to lose a die type in the other and your turn is done. If you opt to take the die type damage inboth Magical and Social stats, and you still have positive dice left, you would still get your attack on thetaunting enemy fighter.
Serious Hits
Anytime you roll a multiple of what your opponent rolled, you have scored a serious hit. A serious hitremoves more than one die type in your opponent. You opponent may still opt to become stunned toabsorb ONE wound.
Example: Bob the fighter is attacking Bob the archer in melee. Bob the Fighter rollsa total of 9, while Bob the archer rolls a 4. Bob the fighter inflicts 2 die types of damage to Bob the
 Archer’s Physical stat. Bob the Archer chooses instead to become Stunned and only lose 1 die type from
his Physical stat.
Round Composition
1.
 
Each player declares what they are going to do that round from the lowest Intellectual scoregoing up. Ties roll their die type against each other at the beginning of the contest and that setsthe order of declaration for the rest of the contest.2.
 
Everyone rolls their dice.

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