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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 is named after older versions of the [[Mano a Mano]] Role-Playing System. MiniMaM eventually led to the creation of the [http://knol.google.com/k/scratch-rps Scratch RPS].)
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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 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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The ''Dragon'' is a powerful, devious,<br>
 
The ''Dragon'' is a powerful, devious,<br>
magical creature with all four abilities:<br>
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agical creature with all four abilities:<br>
 
''thievery'', ''magic'', ''fighting'' and ''healing''.
 
''thievery'', ''magic'', ''fighting'' and ''healing''.
 
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Characters can even have ''disabilities'' that work against them:
 
Characters can even have ''disabilities'' that work against them:
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:'''unclean abomination''' disability causes the character with the disability to be incapacitated by any successful attack from a character with healing ability, such as a priest, even if the character with this disability is healthy.
  
 
:'''vampirism''' gives the character an unquenchable thirst for blood and an allergy to sunlight, religion and spicy foods.
 
:'''vampirism''' gives the character an unquenchable thirst for blood and an allergy to sunlight, religion and spicy foods.
 
:'''unclean abomination''' disability causes the character with the disability to be incapacitated by any successful attack from a character with healing ability, such as a priest, even if the character with this disability is healthy.
 
  
 
===Items===
 
===Items===
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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===
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===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.  Use a 20 sided die instead of a 6 sided die for attack rolls, and add 10 to the defender's level and modifiers instead of a defense roll.
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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 sided die instead of a 6 sided die for one side and 10 instead of a die roll for the other side. 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. When this is unclear roll the die for the players' side and add 10 for the Game Master's side.
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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]].

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