Thursday, March 5, 2015

Cyberpunk RPG Development Blog - Playtest 1 preperations

While it is still early in the development of my untitled cyberpunk game I want to go ahead and plan on running a play test this weekend.  I think its important to make sure the basic mechanics of the games not only work but are actually fun before I go to much further.

So this Saturday I'll be running a one shot game to test some of these mechanics for fun and ease of use.  Just for fun though I'll go ahead and share the quick reference rule sheet and character sheet.



Playtest 1 - Quick Reference Rule Sheet

Rolling Dice –
All dice rolls are performed by combining an attribute and a skill declared by the GM for action you’re character wishes to perform.  Count the combined total of the attribute and the skill then roll that many D6. 
Successes – 5 and 6 (you may reroll as 6 results)
Botch Dice – 1s (if you roll more 1s then you roll successes your action botches and you suffer a penalty as determined by the GM)

Attributes are rated on a score of 1 - 8
Skills are rated on a score of 0 - 8
Combat –
As with other dice rolls in combat an attribute is combined with a skill as well as the damage rating of the character’s weapon.  The player will declare a target to attack then both the attacker and defender roll off to determine the success of the attack.
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Attacker Rolls Attribute + Skill (melee/firearms/brawl) + Damage value of weapon
Defender Rolls Attribute + Dodge (or melee/brawl if close combat)
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For every success over the defenders total success is one point of health damage.
Ties result in no damage but certain weapons may have a special effect
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When all health boxes are filled character has turns = physical resistance attribute to be stabilized before death.  Each turn the player may roll 1d6 and a result of a 5 or 6 will stabilize the character.  Other characters may perform a first aid roll difficulty 3 to stabilize and heal one point of damage.  Each success over the character’s physical resistance stat on a first aid roll will heal another point of damage.
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Turn order in combat is determined by each participant rolling 1D6 and adding the combined value of their Physical and Mental Prowess scores.  Turn order is determined by highest roll + stats first and descending from there.



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