Monday, June 1, 2020

Might, Mind & Music

What is D&D?

What a question. So here is a game which I figure should just answer it with easily memorized rules using items on hand.

\\MIGHT||MIND||MUSIC//


Character

Three Stats

Might - Your Strength, stamina, and ability to withstand damage.
Mind - Your ability to think, observe and speed on your feet. Used for Magic.
Music - Your ability to speak, manipulate and make yourself understood. Can be used for Magic.

You get 5 points, distribute them among these Stats.

Your health ladder is as follows: Whole, Scratches, Wounds, Bleeding, and Dead. You start at Whole.

Choose 5 Items related to your stats. 2 items for a spell. Armour 2 equals 2 items.

Mechanics


Everything is resolved on a d2 (coin) basis. Any amount of Heads equal success. All Tails equal failure.

The stats show how many coins you can throw when you attempt something. You can sacrifice a point to have an automatic success.

Combat


Resolve the order of actions on a "speaking stone" basis. NPCs go together.

On your turn throw your Might coins to attack. On a success the opponent rolls their Might coins to defend; on a failure they move down their health ladder. On a success they stay where they are.

Unarmed means you take the worst of two coins, Weapons mean you throw normally. Armour has 1-2 points. You can sacrifice any of your stats, or your armour, to succeed on your defense automatically.

You regain your points via magic, or via rest.

Social


Players throw Music, and success or failure of the social encounter is based on the throw.

NPCs


Have 1 stat: Do. Between 1 and three. Can be alive, bleeding or dead. Give them a special ability to make them seem interesting.

Chihuaman: Do 1. Alive or Dead. Gain an extra Do when in a pack.

Kahreyn: Do 3. Alive, Bleeding or Dead. On your turn, remove a coin of the attack roll through overwhelming entitlement.

Cofed: Do 2. Alive or Dead. Causes all players to stay exactly where they are.

Magic


Spells use your action. Throw Mind. On an abject failure the spell goes horribly wrong.

Spells either grant success (1-2), improve or subtract from a Stat (1-2), or another fictional effect.

GMs


Adjudicate as needed. A serious advantage gains a coin to throw, otherwise require loss of a relevant point or item to gain a coin to throw. No advancement.

Example Character

Barrius

Might 2
Mind 2
Music 1

▢ Whole ▢ Scratches ▢ Wounds ▢ Bleeding ▢ Dead

Items: Sword, Chainmail (2), Chain, Leather Jacket.


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