All times are UTC


It is currently Fri Nov 22, 2024 6:54 pm



Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: Advancing the game into RPG
PostPosted: Tue Jun 21, 2016 6:55 pm 
Wayfarer
Wayfarer
Offline

Joined: Tue Jun 21, 2016 6:51 pm
Posts: 1
I recently bought Hobbit: Escape from Goblin Town and I'm in love with battle system and I wonder if it is possible to advance these rules into roleplaying game, like Warhammer became an RPG from a wargame, or Chainmail became OD&D. Do you know some official or unofficial conversions of the system?
Top
  Profile  
Reply with quote  
 Post subject: Re: Advancing the game into RPG
PostPosted: Wed Jun 22, 2016 6:30 pm 
Elven Warrior
Elven Warrior
User avatar
Offline

Joined: Thu Feb 20, 2014 2:39 pm
Posts: 967
Location: The Old Dominion
They did something called battle companies back in the day that was RPG like but still kept the basic gameplay. You could have a look at that the start with up as for actual RPG's akin to D&D I don't think there is anything like that.

_________________
"Draw your sword with a heavy heart, but swing it with a heavy hand"
Top
  Profile  
Reply with quote  
 Post subject: Re: Advancing the game into RPG
PostPosted: Wed Jun 22, 2016 7:09 pm 
Kinsman
Kinsman
User avatar
Offline

Joined: Wed Oct 29, 2014 12:27 am
Posts: 138
Location: New England
Deja Vu

On Dakkadakka thekingofkings posted a link to Cubicle 7's One Ring RPG game, but if you are looking to make your own thing, don't reinvent the wheel. Just take bits and pieces from things you like. Or make the out-of-battle skills purely RP based, good role-players are able to accomplish more sort of thing.

_________________
- Wild
Battle Companies Developer

(CE) Battle Companies 2016 Edition
Top
  Profile  
Reply with quote  
 Post subject: Re: Advancing the game into RPG
PostPosted: Wed Jun 22, 2016 7:41 pm 
Loremaster
Loremaster
Offline

Joined: Sun Apr 13, 2014 7:20 am
Posts: 1367
Images: 14
I stressed over this for a long time and concluded that everything is already there. SBG focuses on the d6 role. Everything in this game revolves around succeeding at a d6 roll. The harder it is, the higher the plus value. An easy skill is 2+ to succeed, and harder skills are 5+ or even a 6+, with 4+ being the average difficulty number.

In SBG, characters don't get "better" as the grow in xp, they accumulate more might. Might is a measure of the PC's skill level as it allows them to tip the odds into their favor.

I strongly recommend using Battle companies rules for making heroes then go forth and game. Might, Will and fate (or any stat which has depleted) have a chance to recover after each encounter (roll one die for each point lost and recover a point of something for every result of a 4+ during the post encounter recovery time). That last part is actually from the FOTR journey books, but translates very well to RPG recovery. This means a character doesn't actually die during encounters until after the attempt to recover.

One thing to keep in mind, the RPG would have to be very story focused, aka a rules light RPG, but yes SBG can easily translate over to RPGs and you don't have to invent a lot of new rules to make it happen.
Top
  Profile  
Reply with quote  
 Post subject: Re: Advancing the game into RPG
PostPosted: Wed Jun 22, 2016 11:22 pm 
Kinsman
Kinsman
User avatar
Offline

Joined: Wed Oct 29, 2014 12:27 am
Posts: 138
Location: New England
Preach it brothah, some interesting stuff you're sharing.

_________________
- Wild
Battle Companies Developer

(CE) Battle Companies 2016 Edition
Top
  Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 101 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: