Role Playing Games Simplified | ||||||
The Sidebar D20 SRDs another srd more a D&D Google Wiki Silver Age Sentinels Mecha Traveller GURPS Lite Tri-Stat Guardians of Order BESM D6 more FRAG FUDGE Fuzion more FATE Han-to-Hand Lunch Money Techno-Death Brutal more Boardgames Hero-Clix Heroscope Basic Master Ground Troops Warhammer 40K UK US Wiki Google Epic Battlefield Gothic Dream Pod 9 World Domination Supremacy Risk more 2210AD more Wiki Google Diplomacy US Troop deployment Strship Tactical Starship Battles Combat Simulator Gothic BattleFleets Strategic Space Opera Federation & Empires Star Fleet Universe Customizable Card Games - CCGs Magic: The Gathering Rules more Decipher ST CCG Social Interactions Live Action RPG Encounter Tables Feats Civilizations Illuminati NWO Avalon Hill City of Heroes Endgame (Oakland) Free RPGs on the WEB more Free Wargame Rules Games of Berkeley Marvel Classic Superheroes [TSR] Mongoose Publishing The New Universe Pen and Paper Database Tips for GMs & Players Warpspawn Games Weapons d20 & Ammo Wizards of the Coast World-Building Wikipedia entries . . . Fictional universes see Also Wiki Google also Also |
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"I hit you, and you hit me, Po-ke-mon!" Simplified Combat Units can do Damage per Round; Units can Defend / avoid some Damage; Units are removed from Play when Damage exceeds normal Health / Hit-Points- becomes zero. The Combat Round Each Unit has a number of Actions to Attack and Defend in a Round of time; All Player Units perform the following simultaneousely- Roll To-Hit - count successful Attack rolls less Target's successful Defense rolls- if zer or less, all Attacks miss; Roll for Damage for each Successful Hit; If Health ( or Hit-Points) reaches or goes below zero, remove Unit from Play; All surviving Units can Heal or Repair Damage based on their Statistics. Dirty Combat Flip the sum of ATK and opponent's DEF - if both flip under or over ATK...DRAW -the first to flip under ATK is the winner, but loses half its forces for every draw! Examples FRAG Each Unit (ie, person, starship, Army) rolls 3 Attack Actions with Damages secretly assigned to each hit or shot(s); Each Unit rolls 4 Defensive saves; Successful hits do Damage...if Health becomes zero, remove Unit from Play. Supremacy Each side flips coins for every weapons bank and torpedoe fired to-hit vs the total Hull points of the opposing fleet... The Fleet with zero is removed from Play Troops fire Long Range rounds, 1d100 each, as an Area Attack; Medium Range rounds "kill" 1d10 each; Shooting removes opposing units ONLY if in line-of-sight; Melee and Hand-to-Hand may remove opponents ONLY if Facing or adjacent. |
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Flip a Coin Heads you Succeed Tails you Lose The Skill Roll There are two basic types rof rolls to determine if an Action is successful. The Percentile Roll A Player must roll UNDER its Attribute or Skill rating being used; D20 System Add Attribute, Skill, and any Modifiers to a D20 roll. Compare it to Opponent's same scores, OR a Difficulty Rating; If HIGHER, it's successful . . . a straight 20 is an automatic success! AP System Roll the number of dice equal to the Attribute oe Skill being used. Discard any rolls of 5 or 6. If the number of die remaining is higher that of the Target, it's Successful. Base 2 logarithmic scale where +1 AP is double, so +10 is 1,000x. Used in West End Games DC RPG . . . see Batman example. |
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