GreenDigitalWolf: Just one more thing; a couple of friends and I played Hunger Games using just one 6 sided dice and our imagination. We had tons of fun, so then we played other stories, like a zombie apocalypse. I think that maybe we wouldn't have as much fun if we needed to follow some rules, get to do calculation, check stuff; in other words, prepare more. Maybe we would have even more fun, I don't know. Do you think that playing D&D would be worth it? I know that this depends a lot on every person, but maybe you had a similar experience.
rtcvb32: Hmmm... There's diceless RPing, systemless RPing, erotic RPing, all kinds of things depending on what your tastes are.
If you are doing the above type of games, I say
OVA over D&D, or Herosystem specifically the watered down
SideKicks version (
contains 80% of the rules). Either system will limit you to d6's which are so common you won't have any trouble finding them.
OVA and Herosystem have powers and disadvantages you need to play on. For
OVA if you are good with swords for example, you have to get an equal amount in disadvantages (
has arachnophobia and fear of heights). Herosystem is similar but disadvantages are optional (
but if you don't take them, you are generally weaker). If you want a simpler system and less power building, more imagination go
OVA. If you want balance and mechanics and min/maxing, go HeroSystem.
With
OVA you will start with 2 dice, then you add dice based on your bonuses (
+2 for your sword) and disadvantages (
-1 while on top of a building for heights). Roll them all, take the highest dice. If there's pairs or more (
3 3's for example) you'd take them as a whole and add them together (
for a total of 9). Defense is the same way, 2 dice + applicable skills/bonuses. Damage is how much got through, multiplied against something (
I forget)
Herosystem, you have
CV (
Combat Value) which covers offense and defense. If there's a difference due to how a power's built, it's
OCV (
Offensive Combat Value) and
DCV (
Defensive Combat Value). Basic for to hit (
and all skills) are 3d6. Your target is 9+
CV, by default 11 or less. If your defense is higher they need to roll lower. 11 or less gives you a 55% chance to hit, and since it's 3d6 there's a bell curve where each number ranges in difference from 9% to less than 1% extra chance to hit. 10 is harder to hit than 12, 3 is impossible to hit, and 18- is pretty much guaranteed except on a fumble. Roll a natural 3 (
1 in 216) and it's an auto success with benefits, while 18 is auto fail (
also 1 in 216).
Herosystem the points used to build powers is approximately 5 points to a d6 of damage, advantages or disadvantages change the point cost. So unarmed attack of 2d6 costs 10 points, while if you have armor piercing so you can attack tanks adds +1 (
or doubles) and costs 20 points instead. Calculating costs is a little confusing at first, but you get the hang of it real fast. I recommend using a spreadsheet.
VABlitz: I'll give them my opinion. Go back to 1st edition rules.
rtcvb32: Watch this then :P
Early D&D was rubbish Is OVA the anime role-playing game? I googled but I'm not completely sure. Also, I didn't fully understand Herosystem, so maybe I'll check more information about it later.
And, have you tried diceless role-playing or just using one 6 sided dice without calculating anything?