in a recent comment i’ve highlighted the question of chat-based DnD (or other RPGing); which almost naturally led to a discussion between me and J regarding a dice-less RPG system. i have something in mind, and will describe it in more detail once i have all the rules down pat.
for now suffice it to say that it is, in essence, a D20-OSG a la DnD, but without the D20 (or d4, d6, .., d12, d100).
the basic premise is that players get Action Points (APs) for each day, and Combat Points (CPs) per round of combat. any action does not necessarily require spending of AP/CPs, but doing so helps increase the odds, efficacy, safety, etc of the action.
for example, searching a door for traps costs APs. depending on the Threshold (TH) of the trap more points need to be spent to find it (and players do not know in advance how many a given trap needs, or even if there is a trap). however, to facilitate the process – a “thief” class character would likely have the “Find Trap” feat and automatically gets “+2″ for free for any such action. thus the thief would be able to search for mundane and common traps without spending any additional APs. however, the thief may chose to spend additional APs on a trap search check if she feels that the trap TH exceeds her mundane check.
in combat, for example, armor might automatically lend “+2″ CPs for free for the purpose of defense.
combat as a whole is a secret bidding war: an attacker secretly bids how many CPs are invested into an attack, while the target secretly allocates CPs from its pool to defend. then afterwards the totals are revealed and the combat turn resolved as appropriate. since CPs are a limited resource, it is important that each player/monster carefully plan its CP allocations. it is possible to “move” in combat without spending CPs, but doing so is more risky than paying CPs (due to Attacks of Opportunity).
to summarise: APs (CPs) are your personal prayer to destiny.
i’ll have a more detailed explanation (or rather actual set of rules) up at some point
- trashy