A while ago, I posted my “Bloodstone” rules. Today, I’m presenting the Bloodstone Redux rules. What are these? They are what’s left of the Bloodstone rules when we’re playing them. Bloodstone Redux is, in a way, the best practices of Bloodstone. Let’s start. Comments are in orange.
- Title (name, career/class/race – either come up with that stuff by yourself, or use your favorite game rules)
- Three-detail Description
- Five-detail Bio (personal details, alignment, god(s), etc.)
- Good Stuff: all the things that are advantageous to you (skills, stats, talents, special equipment)
- Bad Stuff: all the things that are disadvantageous to you
- Hit Points (also called “hits”; three strikes and you’re out, give or take a few if you’re exceptionally fragile or tough)(Monsters may be able to take anywhere between 1 and A LOT of hits; I’d recommend notable monsters to be about as durable as player characters – don’t worry about this point too much, there are still entire groups running their games without hit points, simply by using rough estimates or the Rule of Fun: “Is it fun for everyone at the table?”)
- Trying Something Risky (Skilled) : referee tells you what number (or more) to roll on 2d6, usually 7+
- Trying Something Risky (Unskilled) : referee tells you what number (or more) to roll on 2d6, usually 9+
- Saving Throw: referee tells you what number (or more) to roll on 2d6
- Luck Roll: d6, high = good, low = bad
- Using dice specified by the referee, Roll either equal to, lower or higher than a number the referee tells you,
- OR try to roll as high or as low as possible (referee tells you).
Simple mnemonic: you add or subtract as many points as the skill or attribute has words to describe it – so, “longsword” adds 1 point, “very quick” adds 2 points, “terrible constitution” subtracts 2 points, “fucking weak clown” subtracts 3, and so on.
The side with the higher sum hits. Ties mean both sides hit each other simultaneously. A combatant with zero Hit Points left dies.
Weapon damage is 1 for small, 2 or more for big weapons. If you roll doubles, damage doubles, as well.
Fights work exactly like other Procedures of Play, described above,
OR: roll dice against each other, higher result hits.
And this leaves us with exactly the way we’ve been freeforming/free kriegsspieling for years: Play worlds, not rules. Read all about our take on the earliest forms of roleplaying in the following posts: