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 2 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.
At the start of the scenario, the turn has come to Bob, Bob decides that his avatar Duke Herrington shall issue a reward to adventurers willing to clear the king's highway of bandits, he makes a little speech promising his oldest daughter's hand in marriage and a plot of land, plus a modest monetary reward. He asks the GM what roll is required, and gets the answer a Wealth roll is the most suitable.
The other players at this point, makes their intentions clear. Susan liked Bob's little speech and decides that he is worthy of a blue die.
Tim on the other hand, decides that he doesn't want the trade road cleared, as his harbours are making more money that way, so he gives Bob a red die to try and thwart his plans. The GM decides neither to help nor interfere but decides that an easy roll of 8 will suffice, and so Bob makes his roll.
He starts out by rolling his two base dice (2d6), he gets a 1 and a 2, not a very good roll at all.
He then adds his Wealth Score to the roll, Duke Herrington is very rich, so he gets to add 2.
He also has the Wealthy Feat, giving him an additional +1, so now he's up to 6, still not enough though.
Luckily, Susan was generous enough to give him a blue die, so he rolls another d6 and gets a 5!
Now he's up to 11, things are looking good, he even passed the Normal DC, and could expect some additional goodies.
Unfortunately, Tim was not so generous, and so Bob now has to roll his 1 red die, another d6, and gets a 2.
He subtracts 2 from 11, and ends up with 9. He no longer passed the Normal DC, but all is good as he still cleared the Easy DC, and so Duke Herrington manages to hire adventurers to clear the trade road, much to Tim's chagrin. But all is not lost, as Tim no doubt will try other ways.
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).
Lockpick Artist : +1 To open locks, doors and handcuffs. (This skill does not stack with Prehensile Tail).
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.
Wealthy : +1 To hiring, purchasing and renting.