<div>I'm in the process of writing an article for my RQ site about sheetless roleplaying; that's a variant form of traditional roleplaying in which players don't get character sheets. Instead, the GM handles all the mechanics. For groups that really like to get into character, the result can be a VERY immersive and intense campaign.</div>
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<div>I've run such games using RuneQuest III rules. But the problem is that a sheetless game puts a *huge* burden on the GM. It's definitely a lot more work! There's also the issue of giving players control (and as importantly, the *feeling* of control) over their actions. In my experience, allowing players to make d100 rolls for combat usually works out pretty well.</div>
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<div>But the system has to be simplified. So I've been thinking of using this mechanism:</div>
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<div>Attack/Defense are combined into a single percentile skill. At the beginning of each round the player may choose one of the following options:</div>
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<div> - All-out attack - attack % is doubled, no defense possible</div>
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<div> - Aggresive - attack % is increased x 1.5 (i.e. it gets a 50% bonus), defense halved</div>
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<div> - Neutral stance - attack and defend as normal</div>
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<div> - Defensive - attack % halved, defense % x 1.5</div>
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<div> - All-out defense - Defense % doubled, no attack</div>
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<div>What do you think, sirs? Obviously there are a number of other ramifications that would need to be addressed. There would be bonuses for intelligent use of terrain and other circumstances, for one thing. Use of an unfamiliar weapon or method of defense would result in a penalty to the skill. Etc., etc.</div>
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<div>->Peter</div>
<div><br>-- <br>Peter Maranci - <a href="mailto:pmaranci@gmail.com">pmaranci@gmail.com</a><br>Pete's RuneQuest & Roleplaying! <a href="http://www.runequest.org/rq.htm">http://www.runequest.org/rq.htm</a><br>The Diary of A Simple Man: <a href="http://bobquasit.livejournal.com/">http://bobquasit.livejournal.com/</a> </div>