Title: Diceless Storyteller Author: qinop Pastebin link: http://pastebin.com/gUy4wTwf First Edit: Friday 10th of March 2017 11:37:00 PM CDT Last Edit: Last edit on: Saturday 18th of March 2017 08:48:31 PM CDT Diceless Storyteller RPG (DSRPG) is a game that can be played, and for good times even, but was designed by a nerd as a challenge to himself to balance out a group of characters for a story he was writing. This is the second edition of that game, which is meant to actually be played by anyone who wants a rules-light gaming experience without any complicated number crunching or dice rolling   This is DS2E   Foreword This isn't for people who are new to roleplaying games. So there will be no helpful hints about rping or such. But the actual mechanics will be explained with examples as best that they can be   CHARACTER CREATION     1: Pick Skills Characters have 20 character points to spend on their skills. What they're good at. Nothing can be greater than 6+level at any time, even at level up. Skills can be anything as long as they are specific enough to define your character. (Weapon) isn't specific enough of a skill, but (Crowbar) is perfectly narrow enough. One could even use (Club) and still use crowbars. I suggest only having 4 skills, but to each their own.   I also have some suggested skills if you like that kind of thing: Anyone skills -Weapon -Defense -Magic Prep -Magic Type Experty Skills -Persuasion -Stealth -Gymnastics Priest-like Skills -Medicine -Ritual -Exorcise Scholarly Skills -Crafting -Knowledge -Investigation Warriorish Skills -Athletics -Presence -Instinct   2: Pick a class After you figure out some skills, pick an archetypal class to use for your character. We have: Expert, Priest, Scholar, Warrior or Wanderer   Experts are rogues, or thieves, or pirates. They know how to deal with bad situations Experts know many subtle but useful tricks. Picking pockets, sneak attacks, picking locks... Experts get a bonus 2, 2 and 1 in (Stealth) or (Weapon) or (People) or (Acrobatics) as they choose   Priests are healers, or prophets, or doctors. They make life easier for others, in some way. Priests and their spirit magic specialize in changing living creatures Priests get a bonus 5 to divide between (Spell Preparation) and (Spell School), as they choose   Scholars are wizards, or professors, or artists. They change how things work through thinking Scholars excel at riddles and spells that change nonliving things Scholars get a bonus 5 to divide between (Spell Preparation) and (Spell School), as they choose   Warriors are soldiers, or thugs, or survivalists. They fight life to come out on top. Warriors fight. That's what they're good at. Warriors get a bonus 3 and a 2 in (Endurance) and (Weapon), as they choose.   Wanderers are vagabonds, or NEETs, or hobos with shotguns. They live life as best they can. Wanderers cannot disable traps, heal, cast spells, or master combat. They wander around. Wanderers get a bonus 7 to divide between (Misc) and (Etc) as they choose   And that's it, that's a character Go play     LEVELING UP Right When you level up, you get 5 points to spend on your skills Ask your GM if you unlocked any new skills, which will likely get 1 or 2 of your 5 points   Or As you level up, your GM will assign the 5 points based on frequency of skill use, and unlock skills that have been used particularly often despite having no points in them     USING SKILLS Yeah, okay It's pretty fast and loose, but it's like this If your number is triple their number, you win every time If your number is double their number, you have to give them a chance to use some skill you have no counter to Otherwise, deal with them.   Dealing With Them: Think of each skill as like some mmo mana bar. It drains as you use it, 1 point per use until you can relax for like some short amount of time. Take a nap or whatever. As you drain out your skills, you win or lose against others. But what if you both have the same number in whatever skill? Use a different skill Their Sword = 100 Your Sword = 100 Use your Shield, which is at like 50 Their Sword whittles down to 50, your Shield is at 0, your Sword is 100 ez "But I don't want to spend a decade whittling down big numbers!" Smart. Don't do that, it's dumb Instead, hit numbers that are smaller Their Sword = 100 Don't use Sword (100) or Shield (50) Use your Lies (12) Their Guessing isn't even a skill, so it's at 0. Lie your ass off, dude.   SPECIAL ABILITIES Okay, seriously, last thing Every 5 points you have in a skill unlocks a special ability Just like with skills, your GM may assign you special abilities, work with you to make up new ones, or let you make up your own. Each special ability has to tie closely into the skill it came from Like say your warrior has Sword 5 You could have any of these   Power Attack: trade accuracy for damage Parry Attack: trade damage for defense Two Sword: fight with two swords like they're one   ...and others of that general power level But hey, what if you have like... Sword 30? Try these   Sword Mastery: Your sword can't be unarmed, broken, parried and it blocks as a big shield Ghost Blade: Your sword isn't blocked by anything but magic armor and can hit ghosts and such Called Sword: Your sword can be summoned/dismissed using hammer space and can do the same to you, but you have to see it   Pretty good   That should be it, feel free to ask me if you have questions