I had an epiphany last night, I don't like battles in pbps, I probably don't like battles in tabletop either, come to think of it. So what can I do to minimize battles and eliminate unneccesary mechanics mostly geared towards combat and encourage roleplaying?
All dice used are six sided.
Base Dice 2 Standard six sided dice given for each roll.
Blue Dice - These are positive rewards for good roleplaying/ideas or given to further the agendas of another player, if their interests coalesce. The blue die's add to the base roll total.
Red Dice - These are negative penalties for lackluster roleplaying or to sabotage a roll.
Each player is given 1 Blue and 1 Red Die for every scenario to hand out to the other players, they cannot be used on your own rolls.
The GM is given 3 Blue and 2 Red for every scenario to hand out at will.
Each die must come with a motivation when given.
The actual roll happens once all potential Blue and Red Dice has been handed out.
Combat Rolls are normally best out of 3, but each roll needs to have a brand new action, IE you cannot say I attack, I attack again. It needs to be a different solution to the problem.
If you're rolling against an established DC and reach the next tier, additional benefits may occur, pending GM discretion.
No skills whatsoever. Only roleplaying and quick thinking.
Attributes may exist, but in a very reduced form. Probably with a maximum of 2, which would give +2 to a roll related to such an atribute. You get a total of 10 Points to distribute over 9 Attributes. There are a number of ways to distribute the points, either specializing in a few areas or go the jack-of-all-trades route. Remember, no attribute can be higher than 2.
Humans - Gets 1 Bonus Feat.
Tieflings - Gets +1 Charisma (Cannot exceed the maximum limit of 2).
Additional Races may be added due to Player actions, but are not available at the start of the game.
Certain Feats may also exist to give an edge to certain situations. Each player starts the game with 2 Feats. Additional feats may be awarded because of certain actions or at the end of a scenario, pending GM discretion. Each feat can only be chosen once.
Agile : +1 To climbing, crawling, contorting and evading.
Athlete : +1 To running, jumping and swimming checks.
Brawler : +1 When engaged in fisticuffs.
Cunning : +1 To outsmarting, losing tails and seeing through schemes.
Equestrian : +1 To riding related checks using a horse or similar creature.
Fencer : +1 To attacking or defending while wielding a sword.
Fire Resistant : +1 Against Fire or smoke damaging effects (Tiefling Exclusive Feat).
Human Ingenuity : +1 To invention and innovation checks (Human Exclusive Feat).
Human Perseverence : +1 To endurance checks brought on by exhaustion or straining (Human Exclusive Feat).
Iron Guts : +1 To resist poison, alcohol, fear and most negative food related effects.
Large Horns : +1 To intimidation checks, charging enemies and unarmed combat (Tiefling Exclusive Feat).
Marksman : +1 To any ranged attack made by you.
Mentor : +1 To teaching and aiding another's skill check (must be present to do so).
Prehensile Tail : +1 To open locks, escape from bindings, trip or disarm enemies (Tiefling Exclusive Feat).
Silver Tongue : +1 To bartering, diplomacy or cooercing checks.