If you're past your prime you know time flies by, stamina is drained and life is suffering. But you still got it: you're still in denial. This night you'll pull out an RPG and they won't bitch and moan, everyone will get it and you won't have to stop and explain the rules again!>Share with me your best "easy as fuck but still engaging" abstracted rules and rulings /tg/.I was reading through Mythras combat and I was thinking to myself, I could just gives everyone 3x Activations per Turn. They can act 3 times to Attack or Defend or they could use it all up with a Power Attack or Power Defense that gives them Advantage (+1 Die, Keep the best) on this specific action. They choose to do it in real time by putting 3x hidden tokens (attack/defense/power attack/power defense/dud) in front of them at the start of the Turn and everybody (PC+NPC) reveals 1x token per Round at due Initiative order.It's nowhere close but I can explain it in one sentence and it still deliver a push and pull engaging choice in a fight: acting more or acting big, being on the offense or on the defense.
>>98119834Playing Classic Traveller with fellow grogs one last time a few years ago. Everyone knew how to roll up characters, how long a jump took, how to use the WPP and trade charts, how to use Library Data, what a Vaccsuit was, what an ACR was, why it took days to reach a gas giant, how to refuel, basic physics, math and science, etc, it was wonderful.
>>98119834I think PF2e's 3-action system does this pretty well, and that's just RAW.>everyone gets 3 actions/turn>moving is 1 action>opening a door is 1 action>drawing a weapon is 1 action>attacking is 1 action>raising a shield is 1 action>most spells are 2 actions, but some are 1 or 3Very comprehensive system, but I'd gotten used to 5e where it feels a lot more like "do whatever the fuck you want" which I didn't enjoy.
I don't understand the assignment. My friends were lazy bastards who wouldn't read the rules if they were 20 years younger, so we just play rulings based games and don't worry too much. I guess once in a while I'll just refer back to various systems and shorthand it that way.>It's like lethality dice>It's like Save vs Breath>It's like armour ablates but your luckWe don't play a lot of tactical combat games though. They just tell me what they want to do and I tell them what the bones mean.
>>98121787Man I'm glad you had your last hurrah. May we all have a turn.
>>98122236The action system for PF2 is great. Too bad it's bolted onto the rest of PF2. I'm currently gming it and my players struggle with the character build side.Taking the base idea and porting it to a simpler system, or homebrewing something, seems smart.
>>98122274What games are you playing anon? I'm having a hard time finding the sweet spot myself.
>>98122795Right now we're running our own thing, loosely based off of the rules for the most recent Traveller, it's 2d6 and I stripped the resolution mechanic of it and am running various COC\DG modules with homemade sheets.2d6, target 8, modifiers ranging from -3 to +3result of -6 is horribleresult of -5-2 is badresult of -1 is failureresult of +0 is by the skin of your pantsresult of +1 is goodresult of +2-+5 is greatresult of +6 is a crocodile with sunglassesBut shit you can just strip whatever resolution mechanic you want and go with a simple sheet of your own design. Could be d100, d20, whatever. In the end 90% of the game is in your collective heads and as long as you can map things onto your resolution mechanic you can improvise whatever you want. The fun police hasn't come to my door for playing wrong yet. If we weren't doing this I'd probably just run CoC\BRP though, partly because of the modules we run, but mostly because it's basically what we're running already. The modern Traveller is easy at the basic level, and most of the complicated stuff is add-ons you can ignore, especially if you want to use it to do something outside of that particular type of granular scifi.I think in the end running homemade systems is the easiest, because you're never stuck in the box of a formal ruleset. It's not entirely comfortable because if someone challenges you on a rule you really don't have more to back it up than "Because I said so." but sometimes that's enough, and sometimes that's enough to make you back off and change your mind. I've never been a fan of adhering strictly to the rules, and my players don't care as long as it's consistent within the adventure. There's a comfort in essentially having the entire system in your head, but I don't think it works for tactical games.
>>98122892Homemade is always easier to remember because it makes sense to you.