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Author Topic: DDGaming RPG  (Read 1993 times)

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DDGaming

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DDGaming RPG
« on: October 20, 2018, 12:46:17 AM »

Looking for a few people to read and provide feedback for an RPG that is being developed.

Check us out on FB at DDGaming and msg me so I can share the first few chapters.

Short blurb...

Core Game Components
At the core of the DD system are three main components; dice pools, target numbers, and degrees of difficulty.

Dice Pool (D) - represent the number of dice that are generated from a player's rank in a skill or attribute. Anytime a player attempts to perform a skill or action that requires a dice roll, the player can create a dice pool out of all applicable dice generated by skills along with a number of different dice equal to the number of attribute cards played. (Note: It is recommend that the average player have between ten to fifteen d12s, because the game runs smoother if players are able to roll entire dice pools at once.)

Players are allowed to roll dice on any flat surface such as on a table or book, but it is recommended that players use a dice tray, which is a flat surface with a raised perimeter edge that has sufficient surface area to allow 10 to 15 dice to be easily rolled. Dice trays allow players the ability to easily roll multiple dice at once, allows players to count their achieved successes more easily, and prevents dice from getting lost in or under a couch. A dice tray can be as simple or elaborate as a player wants from a one of a kind hand built box to a cheap piece of tupperware.

Target Numbers (T#) - successes are generated as a result of rolling greater than or equal to the required target number on each die rolled. A 12 is always a failure and a 1 is always a success. The more successes generated, the better the character has performed that action.

Degree of Difficulty (DoD) is a measure of how difficult it is to succeed at a specific action by measure of how many successes are needed to successfully perform an action.

Every action, skill check, attack, etc… is assigned a DoD either by the GM or by the number of successes achieved by a players opposition. The harder it is for a player to succeed at an action the higher that DoD with some actions being considered so easy that they require a DoD 0, or require no successes or dice to be rolled to succeed.

For example… a player attempting to find a simple door at the end of hallway would be almost guaranteed success and as such the action would be considered a DoD 0. However if a player were to be looking for that same door in a pitch black hallway it might have a DoD of 1. In essence as the difficulty of an action increases so to does the DoD.

The core mechanic - a player builds the dice pool consisting of the dice provided from a players applicable skills and the dice provided to the player by up to 3 supporting/applicable attributes. The player rolls those dice and compares to the target number (usually the best of all skills or attributes from which dice are applied.) Each die result equal to or greater than that target number indicates a success. The total number of successes indicates the overall success of the attempt. The total may be compared with a static DoD or with an opposing roll.

See you at metatopia.
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