How to Play


Hi all,

Ok, so I've been typing up my How to Play notes, and making them look pretty.

I'm going to be posting regularly over the next few days with snippits of the game itself, character sheets, skills/spells/character creation and all that good stuff. But I thought it would be good to start off with the How to Play portion of the game, to give you an idea of how I intend for the system to be played.

It is here that I really need your help. I would appreciate your honest comments on this section so that I can get a better idea of what I am doing right and wrong. When I have tested it, it seemed to work well, but I'm not sure if that is because I know what I want the system to do, and can fill in sections myself without realsing I need to explain it in more depth.

Like I said in the main game info, I'm hoping this might be another fun system to play, for beginners and others who cannot for one reason or another get involved in the in depth world of other rpgs. But for it to work it needs to be simple and easy to implment without losing the fun of roleplay.

So please, have a look and let me know what you think of the how to play concept.

thank you.

(ps. I am aware of the spelling issues in the image, and have corrected them now)

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Comments

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I read this over. A couple things jump out. It's unclear to me if the defending creature rolls a defense against spell attacks like they do with weapon attacks. I assume you do, since it says you have to roll higher than the enemy, but it doesn't explicitly state what you're rolling against. I know it may feel redundant, but if someone is quickly checking the spell attack rules and not reading the whole page, it's unclear.

The smaller nitpick is the use of the phrase "attack of opportunity." Unless there are plans to define this elsewhere, this phrase I think is one that requires ttrpg knowledge to understand. Since the game is designed for people new to ttrpg and looking for something less taxing on rules, assuming this knowledge isn't the best.

Other than that, every thing else looks good. I like the combat crit failure and success parry and counter attack mechanic and the idea that all characters can learn anything they want.

Looking forward to more of this. I have friends who I think a rules lite game system could really benefit..

thank you. Like I said I think I’m missing explaining things because I know how it’s supposed to work.

I could change attack of opportunity to you gain the opportunity to retaliate/parry and define it a bit more. 

And I’ll maybe do a eg for skills/spells as well to better illustrate that. 

Thank you so much for looking and getting back to me.