NIBBLES
(Created page with "== Nibbles? == Did DEVOURS seem like a neat idea, but not fast enough to pick up and play, or easy enough to understand? Here is a new, easier, similar system for those who j...") |
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== Nibbles? == | == Nibbles? == | ||
− | Did DEVOURS seem like a neat idea, but not fast enough to pick up and play, or easy enough to understand? Here is a new, easier, similar system for those who just want to get to things without having to fret over character sheets! DEVOURS lite, aka Nibbles. | + | Did DEVOURS seem like a neat idea, but not fast enough to pick up and play, or not easy enough to understand? Here is a new, easier, similar system for those who just want to get to things without having to fret over character sheets! DEVOURS lite, aka Nibbles. |
= So how do you play? = | = So how do you play? = | ||
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== Health and Recovery == | == Health and Recovery == | ||
− | Everyone has | + | Everyone has 50 HP. This represents a combination of physical health, spiritual health, emotional control, exhaustion, and whatever else seems applicable, like resistance to being absorbed. Being reduced to 0 HP means you can no longer resist things anymore, and whomever is around can do whatever they please to you (barring preferences of course)! |
+ | |||
+ | Depending on the scenario, you may be unconscious, conscious but too weak to fight, lacking the willpower to stop someone doing things to you, digested, dead, absorbed, caged/bound, or any combination of the rest. Or anything else you can think of, really. It's very flexible. | ||
== Attacking and Defending == | == Attacking and Defending == | ||
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There are three types of attacks you can perform: Light, Medium, and Heavy. | There are three types of attacks you can perform: Light, Medium, and Heavy. | ||
− | *Light : Roll 1d25. If higher than dodge roll of opponent, deals | + | *Light : Roll 1d25. If higher than dodge roll of opponent, deals 4 damage. If you both roll the same number, deals no damage. If you roll a 25, deals 6 damage. |
− | *Medium : Roll 1d20. If higher than dodge roll of opponent, deals | + | *Medium : Roll 1d20. If higher than dodge roll of opponent, deals 8 damage. If you both roll the same number, deals 4 damage. If you roll a 20, deals 12 damage. |
− | *Heavy : Roll 1d15. If higher than dodge roll of opponent, deals | + | *Heavy : Roll 1d15. If higher than dodge roll of opponent, deals 12 damage. If you both roll the same number, deals 8 damage. If you roll a 15, deals 18 damage. |
If you roll a 1 for any of them, you miss unless your opponent also rolls a 1. | If you roll a 1 for any of them, you miss unless your opponent also rolls a 1. | ||
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Not too difficult, right? | Not too difficult, right? | ||
− | == Grappling | + | == Grappling == |
Just like HP, grappling can be a stand-in for many different things, sometimes simultaneously depending on the scenario. Obviously getting people into your belly is a favorite; tying them up, sitting on them (or squishing them against insides) until they're too tired to move, and of course digestion/absorption all work well for it. | Just like HP, grappling can be a stand-in for many different things, sometimes simultaneously depending on the scenario. Obviously getting people into your belly is a favorite; tying them up, sitting on them (or squishing them against insides) until they're too tired to move, and of course digestion/absorption all work well for it. | ||
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*Light grapple: Basic grab, impaired mobility. At this point, a critical success or failure could reverse the grapple, putting the other person in a Light grapple instead. | *Light grapple: Basic grab, impaired mobility. At this point, a critical success or failure could reverse the grapple, putting the other person in a Light grapple instead. | ||
*Medium grapple: Sort of a 'pin' state, or halfway in maw; very difficult to move. | *Medium grapple: Sort of a 'pin' state, or halfway in maw; very difficult to move. | ||
− | *Heavy grapple: In a stomach, tied up, or completely immobilized somehow. You '''cannot''' get out of this grapple unless you roll a critical success, and every round the attacker can choose to freely deal | + | *Heavy grapple: In a stomach, tied up, or completely immobilized somehow. You '''cannot''' get out of this grapple unless you roll a critical success, and every round the attacker can choose to freely deal 4 damage to you with no dodge roll. |
− | To grab someone | + | To grab someone, you and the opponent roll 1d20. If you roll higher, you grab them! |
− | + | After a successful grapple initiation by the attacker,the defender rolls to try and break the grapple! The defender rolls a 1d50(or whatever their max hp happens to be) and needs to land their present HP or lower to break free of the grapple. | |
− | + | *If the defender rolls a 1-2 they are allowed to move up 2 stages, potentially reversing the grapple! | |
− | + | *If the defender rolls a 49-50 they automatically move down one stage! | |
− | + | ||
− | + | If the defender fails to break free of the grapple entirely, the attacker gets to attempt to advance to the next stage! To do this, the attacker rolls a 1d20, and the defender follows with a !1d20. If the attacker rolls higher than the defender, the grapple advances. If the attacker rolls lower, nothing happens. | |
+ | *If the attacker rolls a 1, and the defender does not do the same, the defender is automatically moved up one stage of grapple, potentially breaking the grapple. | ||
+ | *If the Attacker rolls a 20, and the defender does not do the same, the defender is moved down 2 stages. | ||
+ | *If the Defender rolls a 20, and the attacker does not do the same, the defender moves up 1 stage. | ||
+ | *If the Attacker rolls a 1 and the defender rolls a 20, the defender is moved up 2 stages, potentially reversing the grapple. | ||
− | |||
+ | '''Backing off''': | ||
+ | Sometimes you want to back off a stage, or release your grapple! Be it due to the grapple target having high HP or some other reason within the RP. This is allowed, however it does advance to the next player's attack turn. | ||
Take note that grapples will be more effective the less HP the defender has. Sock 'em around a bit before you try it! | Take note that grapples will be more effective the less HP the defender has. Sock 'em around a bit before you try it! | ||
+ | |||
+ | == Recovering, Reforming, and Party Wipes == | ||
+ | |||
+ | So. Your HP is zero. Now what? Well, after you suffer everything your opponents do to you, you rest. A simple rest restores 10 HP (defined as roughly an hour or two of hanging around not fighting), and a full night's sleep (6-9 hours) restores you to full. | ||
+ | |||
+ | But what if you're digested? Same rules apply. Obviously some part of this is going to be dependent on who's running (and playing if they don't want to come back), but it's generally accepted that you can come back after a period of time with the appropriate HP amount for it (10 HP for quick return, 20 for staying out of the game a full 6-9 hours). | ||
+ | |||
+ | The DM can throw you for a loop with this, though. Maybe the opponents reformed and imprisoned you, so the next stage of the game is trying to break out before lunch time! | ||
+ | |||
+ | === And That's It! === | ||
+ | |||
+ | No. Really. That's all you have to pay attention to. | ||
+ | |||
+ | |||
+ | There are a some more things to come, which will be customization options, in the way of traits and skills, and a stats system. These things will net be needed to play with the base system, listed above, but will add more options with which to play for those that might want them! | ||
+ | |||
+ | |||
+ | For now, please put suggestions and such here. vvvvv | ||
+ | |||
+ | https://docs.google.com/spreadsheet/ccc?key=0AvGnc6Jvz47hdE5Kcm5vSGIyNUxNX1FfUHdRQk9lZmc#gid=0 | ||
+ | |||
+ | Additionally, here is list of traits and skills, which for the moment are all just suggestions! Feel free to leave any suggestions you like! | ||
+ | |||
+ | https://docs.google.com/spreadsheet/ccc?key=0AvGnc6Jvz47hdEVBRnpVTlpGVWdHZXdYZ1lPRk1hQmc&usp=sharing#gid=0 | ||
+ | |||
+ | And here is the suggestion for the stats system, which is looking very solid, but is gonna need testing to make sure it works and feels right in play. Feel free to list suggestions off to the sides or below! | ||
+ | |||
+ | https://docs.google.com/spreadsheet/ccc?key=0AvGnc6Jvz47hdC1zeUY2WHFld2dXTUIxMnowemd4alE#gid=0 |
Latest revision as of 02:13, 5 February 2014
Contents |
[edit] Nibbles?
Did DEVOURS seem like a neat idea, but not fast enough to pick up and play, or not easy enough to understand? Here is a new, easier, similar system for those who just want to get to things without having to fret over character sheets! DEVOURS lite, aka Nibbles.
[edit] So how do you play?
It isn't very hard at all! Roleplay composes a lot of the content, with rules governing a few things to help keep things interesting. Let's start with the meat of it, the combat. (Note: this system requires dice that do not normally exist. An online dice roller is required.)
[edit] Turn Order
Everyone rolls a d20, and the turns go from highest to lowest. Roll tiebreakers if it comes up.
[edit] Health and Recovery
Everyone has 50 HP. This represents a combination of physical health, spiritual health, emotional control, exhaustion, and whatever else seems applicable, like resistance to being absorbed. Being reduced to 0 HP means you can no longer resist things anymore, and whomever is around can do whatever they please to you (barring preferences of course)!
Depending on the scenario, you may be unconscious, conscious but too weak to fight, lacking the willpower to stop someone doing things to you, digested, dead, absorbed, caged/bound, or any combination of the rest. Or anything else you can think of, really. It's very flexible.
[edit] Attacking and Defending
There are three types of attacks you can perform: Light, Medium, and Heavy.
- Light : Roll 1d25. If higher than dodge roll of opponent, deals 4 damage. If you both roll the same number, deals no damage. If you roll a 25, deals 6 damage.
- Medium : Roll 1d20. If higher than dodge roll of opponent, deals 8 damage. If you both roll the same number, deals 4 damage. If you roll a 20, deals 12 damage.
- Heavy : Roll 1d15. If higher than dodge roll of opponent, deals 12 damage. If you both roll the same number, deals 8 damage. If you roll a 15, deals 18 damage.
If you roll a 1 for any of them, you miss unless your opponent also rolls a 1.
All dodge rolls are simply 1d20. If you roll a 1, you automatically get hit (unless your opponent rolls a 1). If you roll a 20, you automatically dodge (unless they also roll their maximum dice value), and you get to make a free counterattack at them.
Range is not traditionally measured in Nibbles.
Not too difficult, right?
[edit] Grappling
Just like HP, grappling can be a stand-in for many different things, sometimes simultaneously depending on the scenario. Obviously getting people into your belly is a favorite; tying them up, sitting on them (or squishing them against insides) until they're too tired to move, and of course digestion/absorption all work well for it.
There are three stages of grapple: Light, Medium, and Heavy. (Or grab, gulp, and gurgle if you're feeling goofy). Here's what they are:
- Light grapple: Basic grab, impaired mobility. At this point, a critical success or failure could reverse the grapple, putting the other person in a Light grapple instead.
- Medium grapple: Sort of a 'pin' state, or halfway in maw; very difficult to move.
- Heavy grapple: In a stomach, tied up, or completely immobilized somehow. You cannot get out of this grapple unless you roll a critical success, and every round the attacker can choose to freely deal 4 damage to you with no dodge roll.
To grab someone, you and the opponent roll 1d20. If you roll higher, you grab them!
After a successful grapple initiation by the attacker,the defender rolls to try and break the grapple! The defender rolls a 1d50(or whatever their max hp happens to be) and needs to land their present HP or lower to break free of the grapple.
- If the defender rolls a 1-2 they are allowed to move up 2 stages, potentially reversing the grapple!
- If the defender rolls a 49-50 they automatically move down one stage!
If the defender fails to break free of the grapple entirely, the attacker gets to attempt to advance to the next stage! To do this, the attacker rolls a 1d20, and the defender follows with a !1d20. If the attacker rolls higher than the defender, the grapple advances. If the attacker rolls lower, nothing happens.
- If the attacker rolls a 1, and the defender does not do the same, the defender is automatically moved up one stage of grapple, potentially breaking the grapple.
- If the Attacker rolls a 20, and the defender does not do the same, the defender is moved down 2 stages.
- If the Defender rolls a 20, and the attacker does not do the same, the defender moves up 1 stage.
- If the Attacker rolls a 1 and the defender rolls a 20, the defender is moved up 2 stages, potentially reversing the grapple.
Backing off:
Sometimes you want to back off a stage, or release your grapple! Be it due to the grapple target having high HP or some other reason within the RP. This is allowed, however it does advance to the next player's attack turn.
Take note that grapples will be more effective the less HP the defender has. Sock 'em around a bit before you try it!
[edit] Recovering, Reforming, and Party Wipes
So. Your HP is zero. Now what? Well, after you suffer everything your opponents do to you, you rest. A simple rest restores 10 HP (defined as roughly an hour or two of hanging around not fighting), and a full night's sleep (6-9 hours) restores you to full.
But what if you're digested? Same rules apply. Obviously some part of this is going to be dependent on who's running (and playing if they don't want to come back), but it's generally accepted that you can come back after a period of time with the appropriate HP amount for it (10 HP for quick return, 20 for staying out of the game a full 6-9 hours).
The DM can throw you for a loop with this, though. Maybe the opponents reformed and imprisoned you, so the next stage of the game is trying to break out before lunch time!
[edit] And That's It!
No. Really. That's all you have to pay attention to.
There are a some more things to come, which will be customization options, in the way of traits and skills, and a stats system. These things will net be needed to play with the base system, listed above, but will add more options with which to play for those that might want them!
For now, please put suggestions and such here. vvvvv
https://docs.google.com/spreadsheet/ccc?key=0AvGnc6Jvz47hdE5Kcm5vSGIyNUxNX1FfUHdRQk9lZmc#gid=0
Additionally, here is list of traits and skills, which for the moment are all just suggestions! Feel free to leave any suggestions you like!
And here is the suggestion for the stats system, which is looking very solid, but is gonna need testing to make sure it works and feels right in play. Feel free to list suggestions off to the sides or below!
https://docs.google.com/spreadsheet/ccc?key=0AvGnc6Jvz47hdC1zeUY2WHFld2dXTUIxMnowemd4alE#gid=0