Difference between revisions of "Mini mam"

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(Core Rules)
(Characters)
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{|
 
{|
! style="border-bottom:thin solid black" | class
+
| valign="top" |
! width="5" |
+
'''Rogue'''
! style="border-bottom:thin solid black" | description
+
 
! width="5" |
+
a sneaky character
! style="border-bottom:thin solid black" | combat advantages
+
 
! width="5" |
+
always go first in combat rounds
! style="border-bottom:thin solid black" | advantages outside combat
+
 
 +
+1 to hide before combat
 +
 
 +
+1 to rolls involving sneaky or illegal deeds
 +
| width="10" |
 +
| valign="top" |
 +
'''Warrior'''
 +
 
 +
a physical fighter
 +
 
 +
+1 to attacking and defending rolls
 +
 
 +
+1 to rolls for combat-related preparations
 +
| width="10" |
 +
| valign="top" |
 +
'''Monster'''
 +
 
 +
a weaker type of character
 +
 
 +
no advantages
 
|-
 
|-
! align="right" | Rogue
+
| valign="top" |
| || a sneaky character
+
'''Wizard'''
| || go first in combat rounds, +1 to hide before combat
+
 
| || +1 to rolls involving sneaky or illegal deeds
+
a magic using character
|-
+
 
! align="right" | Warrior
+
can use fireball attack
| || a physical fighter
+
 
| || +1 to attacking and defending rolls
+
+1 to rolls involving arcane knowledge   
| || +1 to rolls for combat-related preparations
+
| width="10" |
|-
+
| valign="top" |
! align="right" | Wizard
+
'''Priest'''
| || a magic using character
+
 
| || can use fireball attack
+
a healer character type
| || +1 to rolls involving arcane knowledge   
+
 
|-
+
can heal other characters
! align="right" | Priest
+
 
| || a healer character type
+
+1 to rolls requiring people skills
| || can heal other characters
+
| width="10" |
| || +1 to rolls requiring people skills
+
| valign="top" |
|-
+
'''Dragon'''
! align="right" | Monster
+
 
| || a weaker type of character
+
a more powerful character
| || no advantages
+
 
| || no advantages
+
all the advantages of the other classes
|-
 
! align="right" | Dragon
 
| || a more powerful character
 
| || all the advantages of the other classes
 
| || all the advantages of the other classes
 
 
|}
 
|}
  
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{|
 
{|
! style="border-bottom:thin solid black" | level !!
+
! level !!
 
|-
 
|-
 
| align="center" |  0  || Weak, unproven in combat
 
| align="center" |  0  || Weak, unproven in combat

Revision as of 22:36, 15 December 2007

Mini mam is derived from the Mano a Mano Role-Playing System by Benjamin Galbraith and Seth Galbraith. Like Mano a Mano, mini mam is copyrighted under the Creative Commons Attribution-ShareAlike license. Please use these rules and modify them as you see fit under the terms of that license. The name "mini mam" comes from "Mini Mano a Mano Role-Playing System."

Players

Usually one player is the "Game Master" who designs an adventure and controls the monsters and dragons while 3 or 4 other players each try to complete the adventure together by controlling a rogue, warrior, wizard or priest character. Other types of games are also possible with this system. For example all of the players could be competing with each other, or teams of players could fight each other instead of working together.

Core Rules

These are the essential rules that at least one player should have more-or-less memorized, so the game can be played without looking at the written rules. Only the most critical and essential rules are included in the Core Rules section.

Characters

Each character has a class from the following list to show what kind of character it is. Player's characters should be rogues, warriors, wizards or priests unless the game specifically allows them to play monsters or dragons.

Rogue

a sneaky character

always go first in combat rounds

+1 to hide before combat

+1 to rolls involving sneaky or illegal deeds

Warrior

a physical fighter

+1 to attacking and defending rolls

+1 to rolls for combat-related preparations

Monster

a weaker type of character

no advantages

Wizard

a magic using character

can use fireball attack

+1 to rolls involving arcane knowledge

Priest

a healer character type

can heal other characters

+1 to rolls requiring people skills

Dragon

a more powerful character

all the advantages of the other classes


Each character has a level showing how powerful and accomplished they are. A normal hero starts off at Level 1, but nearly harmless characters, like ordinary villagers and unproven adventurers start off at level 0. A character can gain a few levels throughout their life span. To gain each level the character needs years of training, a lot of combat experience, and significantly more powerful and rare magical items to become powerful enough to be on the same level as characters on the next level higher.

level
0 Weak, unproven in combat
1 Proven capable of self-defense
2 Can hold his own with most combatants
3 More powerful than most combatants
4 Famously powerful (this level is beyond the reach of most characters)
5 Legendary

Rolls

When a character tries to do something that might work but might not, like attacking another character, add his level to a six-sided dice roll for his efforts. Add a difficulty number to another six-sided dice roll for everything that stands in his way of his efforts. If the sum of the character's roll is higher than the sum of the opposing roll, then he is successful.

If the character is trying to do something to another character, that other character is the target of the effort. The target's level is usually the difficulty number. If a character is a warrior or dragon, add 1 to their level and roll when the character attacks. The difficulty of attacking a warrior or dragon is that target's level + 1.

Use the following scale for other difficulty modifiers:

difficulty
0 relatively easy
1 a little tricky
2 challenging
3 very difficult
4 rarely done before
5 only theoretically possible

Combat Rounds

Each character can do one action each round. The action is usually an attack. The characters have their turns to do actions in the order their players are seated clockwise, starting with the player sitting to the left of the Game Master. The rogues and dragons always have their turns before the other characters, then the rest of the characters have their turns to act. (If teams of players are battling each other, the players should be seated so that the members of each team are not grouped together.) If the Game Master's characters successfully sneak up on the other characters, then the Game Master's characters go first instead of the player to his left.

Damage

Characters have three types of health: healthy, injured, and incapacitated. If a healthy character is successfully attacked he becomes injured, and if an injured character is successfully attacked he becomes incapacitated. If an incapacitated character is healed he becomes injured, and if an injured character is healed he becomes healthy. Injured characters have 1 subtracted from all of their rolls. Incapacitated characters can't do anything at all.

Fireball is a special type of attack that only wizards and dragons can do. A successful fireball attack makes the target incapacitated regardless of their previous health.

Escaping

A characters may want to flee rather than fight. This can be achieved two ways. First, before the combat round begins, a character can attempt to hide from other characters, using character levels added to the rolls (with an additional +1 in the case of Dragons and Rogues.) If a character successfully hides from the opposing characters, he does not have to participate the following combat rounds.

Second, once a combat round begins, they way a character successfully flees has two parts: first, his player declares that he is trying to escape as his action on his turn. If the character is not successfully attacked before his following turn, he disappears from the combat round on that turn.

Extra Rules

Here is a section for adding extra rules that go beyond the absolutely essential "core rules", such as rules for single-use items, character development or customizing class and ability names to fit specific adventures and settings.

Character Sheet

Most players should not need to have a character sheet. However, for players that have never played an RPG before, or for Game Masters who may have to juggle several characters at once, here is a character sheet that should easily fit on the back of a business card:

  Name: _____________________________
 Class: Rog. War. Wiz. Pri. Mon. Dra.
 Level:  0    1    2    3    4    5
Health: Healthy Injured Incapacitated

Spells

Wizards can call their "fireball" anything they want, as long as it sounds like some incapacitating spell. (Originally, "fireball" was going to be "frog.") For example, they could call their spell "freeze", "zap" or "choke".

Dragons can call their "fireball" anything they want, as long as it sounds like an incapacitating breath weapon, such as "acidic vomit" or "tear gas."

Creatures

Specific kinds of monsters can be created from the monster class. More powerful types of monsters should have higher levels. For example:

  • The Kraken is a giant sea monster. The Kraken is a match for even famous heroes so it would have a level of 3 or 4. The Kraken's advantages are the same as other monsters of the same level.

If a creature has all of the abilities of a rogue, warrior, wizard or priest, or abilities that have the same effect, give them that class.

  • A leprechaun is a small, clever creature which is difficult to catch. Leprechauns usually win contests of stealth and guile, so the rogue class would be more appropriate for a leprechaun than the monster class.

Certain creatures have a wide range of abilities like dragons (the combined advantages of all the other classes.) These creatures tend to be rare. They may guard ancient treasures of lead armies of monsters. For example:

  • A lich is a powerful undead wizard. In addition to throwing fireballs like a living wizard, the lich can raise fallen allies as undead minions (this works like the priests healing ability.) The undead lich is difficult to fight with physical weapons (so add 1 to it's combat rolls like a warrior.) The lich can move silently (it doesn't need to breath) and can impose it's will on weaker minds, giving it rogue-like abilities.
  • A unicorn is one of the most dangerous magical animals. It's horn has healing powers like a priest. This is a major reason people hunt unicorns. But the unicorn is hard to catch, like a rogue. The unicorn is so difficult to deceive that the standard strategy to catch the unicorn requires the use of an innocent girl without guile. The few warriors who have engaged unicorns in physical combat have been easily defeated (add 1 to combat rolls like the warrior class) often dispatched in a single blow (like the wizard's fireball spell.)

Character Development

Mini mam can be modified to have more character development opportunities than just a few levels. A game designer can increase the number of levels by using bigger die rolls or players may collect points and trade them for levels.

Ten points per level
Characters gain one point at a time and as soon as the character has 10 points they have to trade them for a level. The points should be more difficult to get as the character's level increases. Each point is like a tenth of a level, except that you don't add the fractions to rolls. Variations of this system could require a different number of points, like 3 points per level or 100 points per level.
Geometric point scale
Characters gain one point at a time and must trade them for levels as soon as they can. The number of points required to gain a level is equal to that level, so a character needs one point to go from level 0 to level 1, two points to get level 2, three points to get level 3 and so on. To get all the way from level 0 to level 4, the character would need to collect 1 + 2 + 3 + 4 = 10 total points during their career. The points may be more difficult to get at higher levels, but not to the same degree as the ten points per level system. Variations of this system could require 10, 100, 1000 or 10000 times each level in points. (For example, if 10 times each level is required, then levels 1 through 4 require 10, 20, 30 and 40 points.)
Exponential point scale
Characters gain one point at a time and must trade them for levels as soon as they can, but the number of points required for each level doubles with each level. If it takes one point to get level 1, then it takes two points to get level 2, four points to get level 3 and eight points to get level 4. If it takes 5000 points to get level 1, then it takes 10000 points to get level 2, 20000 points to get level 3 and 40000 points to get level 4. Instead of doubling the number of points required might triple or even increase by 10 times (so level 1 requires one point, level 2 requires ten points, level 3 requires a hundred points and level 4 requires a thousand points.) Exponential scales make achieving higher levels much more difficult, even if it is a bit easier to get points at higher levels.
2d6, d10 or d12
Replace all of the six-sided die rolls with the sum of two six-sided die rolls, one ten-sided die roll or one twelve-sided die roll. Levels are worth half as much, so character level can be 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 or 10. All modifiers added to or subtracted from rolls are doubled (-2 to combat rolls when injured, +2 to warrior fighting rolls, +2 to rogue escape rolls, etc.)
3d6 or 2d8
Replace all of the six-sided die rolls with the sum of three six-sided die rolls or two eight-sided die rolls. Character levels range from 0 to 15, but most heroes will still have single digit levels. All modifiers added to or subtracted from rolls are tripled (-3 to combat rolls when injured, +3 to warrior fighting rolls, +3 to rogue escape rolls, etc.)
2d10 or d20
Replace all of the six-sided die rolls with the sum of two ten-sided die rolls or one twenty-sided die roll. Character levels range from 0 to 20, but most heroes will still have single-digit levels. All modifiers added to or subtracted from rolls are four times larger (-4 to combat rolls when injured, +4 to warrior fighting rolls, +4 to rogue escape rolls, etc.)
d100 (percentile)
Replace all of the six sided die rolls with a percentile roll (a random number from 1 to 100.) Character levels range from 0 to 100, and most heroes will have two-digit levels. All modifiers added to or subtracted from rolls are 20 times larger (-20 to combat rolls when injured, +20 to warrior fighting rolls, +20 to rogue escape rolls, etc.)

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.