Returning to this after over a year, mostly thanks to @Jerry.Hawthorne chiming in back then and being very encouraging.
My original design goals were:
- Do away with as much bookkeeping (specifically of hp) as possible.
- Create a more interesting player decision space than “look at target number, roll +modifiers, did I win?”
- Keep all dice rolls facing players.
And I added:
- Create a sense of progress despite the lack of bookkeeping.
- Use standard dice.
Here is how it works (and as always always looking for feedback/thoughts):
You have 9d6 made of a combination of 4 colors each representing one of the elements.
Red = Fire = Charisma (outer)/Intelligence (inner)
Blue = Water = Perception (outer)/Wisdom (inner)
Yellow = Air = Agility (outer)/ Dexterity (inner)
Green = Earth = Strength (outer)/ Constitution (inner)
High numbers on the d6 represent gross external displays of the element, where lower numbers represent subtle inner representations of the element. Together you have essentially a D&D attribute system.
The above images were a prototype for an enemy. You will notice that in the upper left corner a bunch of dice values in the colors corresponding to the enemies. This is the enemy’s “stat block”
In short, of your 9d6 pool, you must select one or more of your dice that fall within one of the “holes” (e.g. isn’t displayed on the stat block) in order to effect the enemy. The enemy on the left is obviously easier to defeat than the enemy on the right.
Enemies require 1(easy) to 4(hard) dice to effect. So a hard enemy might require you to have 1 die of each element within the holes of the stat block, where an easy enemy would only require 1 die of any element. The same goes for any obstacles, traps, opening chests, etc. It’s a very general system. Everything has a stat block and in order to affect it you have to have the right values of the right colors.
I really liked some of the mechanics from 9d6 Quest, specifically, having 3 pools, ready, exhausted, and wounded. You can re-roll a die but then you must place it into the exhausted pool. You also re-roll a die when you “spend it” in effecting an enemy whether you attack or defend.
In short:
- Look at your dice pool vs. encounter stat blocks.
- Re-roll dice and place them into the exhausted/wounded pool (if need be).
- Choose dice that can effect the encounter, “spend them” and re-roll them.
Add to this abilities/items allows you to modify your dice somehow (e.g. reroll the lowest fire die)…
So there is no HP to track, and as you use your dice, they’re constantly getting re-rolled, potentially getting you closer to overcoming the encounter you face. Since you’re re-rolling every time you “spend” a die, you can potentially get the combination you need for a harder obstacle while dealing with easier obstacles.
I realize this is a very brief and superficial treatment of the system, but I hope it garners some feedback.