QUICK EASY RULES
Currently I am working on a new version of my role playing rules. Here, with my usual awesome reliability for updates, I will write what I am currently thinking.
Attributes
My friend Fabian was able to identify the most significant attributes of an RPG (at least in our opinion):
- Valor: The characters focus on solving problems directly, without using finesse. Also the characters ability to stay on his or her track. If you want to have a less abstract name. This attribute may also desctibe the characters physical prowess. If you want to be less abstract, you may call this attribute Body instead.
- Wits: The abilty to solve problems by circumventing obstacles and outsmarting his or her opposition. This attribute may also desctibe the characters cleverness. If you want to be less abstract, you may call this attribute Mind instead.
- Spirit: Describes how in tune with his or her surroundings the characters is, and how good he or she can adjust to how things work in the universe. Also the characters strength of will. This is always abstract, but you may call this attribute Soul instead.
Skills
The next is the list of skills. There are five skills. They don't have a ruling attribute. You can rather pick with what attribute you want to use the skill. The combination of attribute and skill determines what you want to do (skill) and how you want to achieve it (attribute). Or in the case of Knowledge, in which area you want to know something.
- Combat: The characters ability to be victorious in combat. Attacking someone with a sword is a Valor + Combat check. Trying to backstab someone with a dagger is Wits + Combat. Focussing on whatever strength is in you or the universe to hit with a deadly blow is Spirit + Combat
- Knowledge: How much you know. Figuring out how much men you need to lay siege on a castle is a Valor + Knowledge check. Knowing how to pick this lock is Wits + Knowledge. To guess how the baron of this land will react if you help his farmers to construct better homes for themselves is Spirit + Knowledge
- Interaction: Your skill in interacting with other more or less sentinent beings. Encouraging your men to keep fighting against impossible odds is a Valor + Interaction check. Fast talking a patron into telling you all he knows, or bartering with a merchant is Wits + Interaction. Calming down the farmers so they wont revolt against the baron and die horrible deaths while fighting his soldiers is Spirit + Interaction
- Physique: How much you can do physically. Jumping accross a chasm is a Valor + Physique check. Swinging on a chandelier is Wits + Physique. Slowing down your heartbeat is probably Spirit + Physique
- Scouting: Your ability to gather information and avoid trouble while doing it. Riding through the front door of a castle look around to determie how well it is defended and riding away without anybody daring to stop you is Valor + Scouting. The classical approach of sneaking in and spying is Wits + Scouting. Figuring out that you just have to walk around the castle several times and play music to make its walls crumble is Spirit + Scouting
Checks
Checks are made like this: Roll 1d6, add Attribute and add Skill. Compare the sum to a target number. If your result is equal to or better than the target number you succeed, otherwise you fail.
So, that's it for to day. The next update will probably come within this millenium. If it ever comes...