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− | Mini mam is designed to recreate the feel of generic fantasy role-playing with a minimum set of rules. Feel free use these rules and modify them as you see fit under the terms of the Creative Commons Attribution-ShareAlike license. (Mini mam | + | Mini mam is designed to recreate the feel of generic fantasy role-playing with a minimum set of rules. Feel free use these rules and modify them as you see fit under the terms of the Creative Commons Attribution-ShareAlike license. (Mini mam gets it's name because it was a bit like a "Mini" version of the [[Mano a Mano]] Role-Playing System, developed by Seth Galbraith and B. F. Galbraith, but now the systems bear little resemblance to each other.) |
==Players== | ==Players== | ||
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If any character with thievery heading toward the ambush rolls higher than the roll for the trap, he detects the trap. All of the characters on his side can avoid the trap and the characters waiting in ambush, or they can choose to fight the characters waiting in ambush. When characters detect a trap and avoid it, they don't get to find out how many and what type of enemies were lying in wait. | If any character with thievery heading toward the ambush rolls higher than the roll for the trap, he detects the trap. All of the characters on his side can avoid the trap and the characters waiting in ambush, or they can choose to fight the characters waiting in ambush. When characters detect a trap and avoid it, they don't get to find out how many and what type of enemies were lying in wait. | ||
− | ===More Levels=== | + | ===More Levels, Less Dice=== |
− | For more gradual character development you can allow higher maximum levels and increase the ability and injury modifiers from +1 or -1 to +3 or -3. | + | For more gradual character development you can allow higher maximum levels and increase the ability and injury modifiers from +1 or -1 to +3 or -3. For each combat roll, use a 20 sided die instead of a 6 sided die for the attacker, and add 10 to the defender's level and modifiers instead of a die roll. |
− | For other rolls use a 20 | + | For other rolls use a 20 sided die for one roll and 10 instead of a die for the other roll. Although it does not make a big difference, the die should usually be rolled for the side playing a more "active" role, and the 10 should be added to the side that represents the difficulty of that action. If this is not clear then roll the die for the players' side and add 10 for the Game Master's side. |
==Original Mano a Mano== | ==Original Mano a Mano== | ||
If you would like something more detailed than mini mam which allows for more customized characters and combat options, check out [[Mano a Mano]]. | If you would like something more detailed than mini mam which allows for more customized characters and combat options, check out [[Mano a Mano]]. |