Diceless systems
There are 2 main types of diceless systems. One which uses the diceless nature to make the story less random. Allowing the players and game master to craft a story where they get to choose (to a lesser or greater extent) when the characters succeed and when they fail. The second is one which is simply made to play without dice, perhaps with things more common, like a coin.With that in mind, here are a few that I came up with.
Coin games
- Give me 4 skills, you always succeed when you try to do those things. Otherwise, flip a coin.
- Give me up to 10 skills, give me the same amount that you're bad at. If you're good at it you flip 2 coins, if one is heads you succeed. If you don't have it flip one coin, heads means you succeed. If you're bad at it flip 2 coins, if both are heads you succeed.
Randomless games
- Where X is about half the number of "checks" you think they'll be making. If you make it lower then there will be a feeling of "running out" and the loss of power, perhaps good for a horror game. If you make it higher there will be a feeling of power, perhaps better for a game where the players are Heroes (With a capital H).
You have a pool of X luck points.
You have a pool of X luck points.
You also have a pool of X*2 skill points to put into skills when you start.
When you try to do something that might fail you must spend a point to not fail. A skill point (From that skill) if you have a skill that relates to the action, or a luck point if you don't.
Whenever you fail an action and deal with the consequences you gain a luck point or 2 skill points.
System Ideas
Ideas for systems, much less common than the next section, as they are less commonly thought about.
- Fantasy, High Lethality
d% system.
Stats (Roll 9d10kh6 each):
Strength
Speed
Intellect
Willpower
Skills:
Name 4 things that you're good at. You gain +10 to each of those.
Luck:
You have 1d10 luck. You can spend a luck to not die or to automatically succeed a check.
Combat:
Weapons have a "To kill" rating (Such as a base of 30). So you roll d% if it's below your skill to hit (Depends on the weapon) you hit, if it's below the "To kill" rating the target dies. Otherwise, they take a wound, roll for wound.
Wounds:
1. Eye - -20 to all checks to do with sight
2. Ear - -20 to all checks to do with hearing
3. Arm - You lose an arm
4. Leg - You lose a leg
5. Torso - -5 to all checks
6. Torso - -20 to all checks to run long distances
7. Torso - -20 to all checks to resist environments
8. Arm - -10 to Strength
9. Leg - -10 to Speed
10. Head - Roll 1d10, on a 10 you die.
11. Head - -10 to Intellect
12. Head - -10 to Willpower
13. Hand - You can't use that hand for anything requiring a check
14. Torso - Roll 1d10, on a 10 you die.
Magic:
Magic is based on runes, anyone can use it if they know the runes and how to power them.
Hacks
Hacking systems is much easier than making full ones of your own (And you could argue that the above is a hack of a few different systems (especially the magic) but I would differentiate it enough to call it its own system). I mostly hack PbtA, although other games are on the list. This won't be a list including all of the mechanics that I have made for them, but more of an overview of my thoughts behind making them.
Submantlers. The game that came from me being bored and asking for ideas in discord. The first response was "Submarines and Magma" which quickly spiraled into a game about submantlers, the crew of submarines that move through the suffocating heat and pressure of the inner earth. They would have to contend with threats from outside, pirates, creatures, and warring factions. Threats from inside, traitors, saboteurs, and shoddy craftsmanship. All the while making sure their submantle stays afloat and doesn't overheat... or, you know, fill with magma.
Submantlers. The game that came from me being bored and asking for ideas in discord. The first response was "Submarines and Magma" which quickly spiraled into a game about submantlers, the crew of submarines that move through the suffocating heat and pressure of the inner earth. They would have to contend with threats from outside, pirates, creatures, and warring factions. Threats from inside, traitors, saboteurs, and shoddy craftsmanship. All the while making sure their submantle stays afloat and doesn't overheat... or, you know, fill with magma.
The Weird West. Inspired partially by deadlands and that sort of western, but supernatural, this game had players playing iconic playbooks, from the Gunslinger, to the Inventor, to the Shaman. The game would hopefully play as a western would. The duel move more often than not being better than the gunfight or brawl moves. Thus encouraging duels when that is possible.
Dragon-riders. While originally an "Inheritance Cycle" hack of "The Sprawl" I altered it from that point to be a more general game, you play a group of dragon-riders, who's goal is to bring peace to the land by defeating monsters and stopping evil. Well, you're still learning... so more like, patrolling that evil guy's base who has been dead for years. So boring, and not like you're the 3rd team they've sent out here this week.
Star-Charters. This one is a d6 system. In a world where everything, and everyone, is owned by a corporation you are our best, brightest, and most expendable. Sent out to explore the outer reaches of space, you (and your team) will explore new planets, discover scientific marvels, and definitely come back home. But only after you've done that mission Corporate Command assigned you to pay off your debt. This endeavor brought to you by The Corporation. We own you, and you, and you! This game is about being a few people trapped on a ship together, maybe not the best crew, but the crew you have. Secret agendas and experiments ahoy!
Magic and Might. A system based around the eight elements magic system, in which the characters are all mages of various stripes. Distinguished by the essence they wield, and the unique gift they carry. Everyone from the highest of kings to the lowest of peasants has some magic in them, perhaps just enough to stop them getting wet when it rains, but some nonetheless. Magic is full of change and mistery, to unlock its secrets you might have to learn from the mages of the Order of the Blind Fist, or perhaps the lone wisard in that tower that moves across the land, or perhaps that ancient ruin has some knowledge if you just go and look for it. This game is about discovery, gaining knowledge, and self-improvement through that.
S.A.N.D. A dystopic future, a corrupt police force, and outlawed superpowers. Welcome to Night City, home to the Nighthawks, Hermes bar and grill, and, of course, the Night City Police Department. Specifically where you work, the Special Ability Neutralization Department. You, and your team of SANDers, work to defend this city from threats with "special abilities". There is one problem though, you’re one of those threats.
Maybe you joined the department before you realized your abilities, maybe you were trying for another task force but got assigned to SAND without a good excuse, or maybe you thought the best place to hide is with the enemy. Regardless, you now work double-time, at SAND, and to keep your powers hidden.
And that's all for this post. If anyone is reading these and would like for me to do a deeper dive into one or two of these, tell me. Most of these I wrote part of in one sit, then just let it gather dust. It might be good to start working on them again.
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