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Author Topic: MEMM - A system design  (Read 861 times)

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Offline EchoMirage

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MEMM - A system design
« on: November 11, 2010, 10:17:23 AM »
What better time to come up with a system than at work?
So. I have to pen it.
Type it.
Whatever.

You, gentlemen and gentle-damsels may aid me, though.

Basic idea: characters are built by:
*adding dice to the Dice Pool
*adding Dice Slots to your attributes
*using skill cards to grant you more uses for dice.
*it is a boardgame-ish system suitable for a combative RPG or pure board game.

The Dice Pool:
These are the dice you may distribute amongst your attributes each turn. You roll them all, then pick which die goes where.

Dice Slots:
Each of the four attributes is expressed by a number of slots. So a puny character may place only one die in Might, whereas a mighty one may have 5 Dice Slots and may dump up to five dice there.

The Skills:
These are cards that you add to your character deck. They let you use special dice combinations placed under certain attributes to greater effect.

The Idea: the right combination of luck, clever dice placement and skill use should lead to victory.

"Captain, the buttocks are moving from the pink into the red and purple spectrum! We cannot maintain this rate of spanking any longer!"

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Offline EchoMirage

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Re: MEMM - A system design
« Reply #1 on: November 11, 2010, 10:17:57 AM »
So. Input is welcome, even more so an enthusiastic collaborator.
"Captain, the buttocks are moving from the pink into the red and purple spectrum! We cannot maintain this rate of spanking any longer!"

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Offline MoonHunter

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Re: MEMM - A system design
« Reply #2 on: January 02, 2011, 12:16:21 AM »
Might I suggest you look at the Marvel RPG system from a few years ago.  It was a resource allocation game.  Instead of raw points, you would use dice.  It woulod be somethign that might help.
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