i am going through the old school primer for a book club at the cauldron , it talks about using skills it has me thinking about skills. i thought he had a beard i think skills are, primarily, for the player, they are the handholds on a rockwall, something to give you grip when coming up with solutions. they are player tables, it can just be a list: heres one for one d six too many and they become a wall, a little dab will do ya, different flavors of action and styles of motion this adds tactility, it becomes something the player did when they ask the gm if their climb skill helps them. its another way to interact with the world, which can do wonders for creativity. equipment is setting is advice i heard a long time ago and have gotten so much use out of i love building equipment tables, they do so much work as far as vibes. and very specific equipment is no different than a skill, you just gotta carry it. skills are players mind equipment, they are gummy and recyclabl...
i found a cool dice and while cleaning out the garage this weekend, so i wrote a game for it. characters: fighter: 1d6+3 hp, 1d6 stamina, 1d6-5 magic thief: 1d6 hp, 1d6+3 stamina, 1d6-4 magic wizard: 1 d6-1 hp, 1d6-1 stamina, 1d6+3 magic reduce hp and stamina for 1 magic use magic to reroll any dice rules: roll: always refers to the d6 Xin6: roll X or lower at 0 stamina you are gassed, you cannot move or defend. at 0 hp you are dead, your debts are passed on to those you love. carry 6 things without penalty, reduce max stamina by 1 for each additional item. 1 coin is 1 thing and can feed you for 3 days attacking: hits deal damage equal to the result fighter: 1in6 chance to miss thief: 3in6 chance to hit, multiply damage by itself wizard: 5in6 chance to miss, damage explodes on 6's. defending: block: roll and spend stamina and reduce damage equal to the result. or dodge : costs 1 stamina, dodge to avoid all harm. dodge happens before the enemy rolls. fi...