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Yeah, I like it that way. I intended for melee and ranged to be different anyway.

Okay, so here's my current system:

Cool: As in clear-thinking, calm, rational
Hard: As in hard-hearted, aggressive, violent. Determines melee combat.
Swift: As in quick, reactive, flighty.
Sharp: As in smart, perceptive, educated.
Steady: As in dextrous, unflappable. Determines ranged combat.

These stats range from -3 to +3. They must equal a net of +3.

Handgun
Rifle
Bow
Thrown
Melee

These range from -1 to +1. They must equal a net of +1.

As for how play goes, you just post as normal, but without the conclusion for whatever action you take. I, or a co GM will roll and announce the number result. The player then posts again, or edits their previous post? I'm not sure what would be best here. We roll with 2d6(two six sided dice) and add(or subtract) the appropriate stat, skill, and stress penalty.

Stress pool:
Each roll of 6 or lower adds one to your stress pool. Stress pool resets upon resting(whether it's actual sleep, or just the characters getting a break.

1-2 No penalty
3-4 Penalty of -1
5-6 Penalty of -2
Above this all actions get -2, and players should have their characters act accordingly.
I like that, just a three point system, and add it to.. what would it be, Sharp or Hard?

Alright, a net of plus three... but if I take out weird that would shift the stats a bit. Maybe I'll leave it in after all. I was going to go the Walking Dead route, and say that everyone carries a dormant version of the virus, that makes them turn upon death. Maybe it can cause special powers that use the Weird stat.
Do you think this system would work with specific skills, rather than stats? I prefer it that way, because someone could be exceedingly sharp eyed, but if he's never picked up a gun he's not going to be much use.

I'm thinking of using their stats:
Cool: As in clear-thinking, calm, rational
Hard: As in hard-hearted, aggressive, violent
Hot: As in attractive, gracious, inspiring
Sharp: As in smart, perceptive, educated
Weird: As in uncanny, psychic, strange

Probably minus "Weird," and with the addition of various specific weapon skills. In ranged combat, you'll use your weapon skill, in close quarters and everywhere else you'll use the appropriate stat.

Probably ranged skills will just be
Handgun
Rifle
Bow
Thrown

And however points are assigned in the beginning, weapon skills and stats will be done separately.
How many points do characters usually start off with using this system? I couldn't find anything on it in those pages.
Thanks, man. Whatever we use, I think it needs to be useable without a limited set of moves.

Wikipedia says that stats can actually go from -3 to +3. I think I like this because it allows a character's incompetence to be a detriment.
Roll two six sided dice and add the character's relevant statistic (which again varies from game to game) - on a 10+ the move succeeds, on a 7-9 the move partially succeeds


This could work. Have you ever used it? What's an appropriate range for skills/stats, and how should they be decided/earned?

EDIT: I like it a lot better, in fact, ignore my previous post. The one thing I do want is to add in a way for situational stress to factor in. We can just subtract 1(or in extreme cases 2) in stressful situations.

Maybe we can even have "perks" for the characters to have.
Oh, hey Munk. You played Alain in my Heroes in Training, didn't you?

No, I didn't know this. This is actually the first time I've used a dice system for an RP(aside from the half assed system my aforementioned play group had).
Okay, so, proposed dice system. This is a very simple, rough version of one that a group I played with used once.

You have attributes and skills, and you roll 1d20 with your actions. If you roll less than your skill, you succeed(so, the higher your skill, the higher your chance of success).
I was also going to add in bonuses for your character's cool-headedness(let's call this trait, Stoicism) (Actually, we'll go the other way and have a penalty for their panic) and their familiarity with a given weapon.
Let's say Panic goes from 0-3, 0 being someone who is just improbably unflappable. And the stress of a situation multiplies this.
Weapon familiarity also goes 0-3, 0 being they just picked it up for the first time.

So let's say they have a handgun skill of 13, and a panic of 2, the camp's perimeter has been breached(call this stress level 2), and they're using a gun they've been training on the past week(familiarity 1). Panic adds four to their roll(panic level of 2, and stress level 2), but weapon familiarity subtracts 1. You roll a nine. Add 3, and that's a twelve. Under your skill, so it's a successful shot. Let's say you rolled 11 instead, adds up to 14, so you miss what you were aiming for(the head, presumably) but it was a near miss, and you could say you got a chest shot instead.

What are thoughts on this?
Oh, and depending on how long after the collapse this takes place, the Awoken may not exist yet. The timeline isn't super clear, but they were humans who fled the solar system during the collapse, and something on the edge of the system changed them.
One thing I want to correct the GM on: Guardians and ghosts were created during/after the collapse, which was centuries after the discovery of the Traveler. So our Guardians having pre-Traveler knowledge wouldn't really work. Also: Guardians don't discover their ghosts, the ghosts choose guardians from among Earth's dead. Actually, come to think of it, my second point kind of makes the "pre-traveler knowledge" thing work again.
I'm just going to drop out before this goes any further. Feel free to kill off, or use my character in any way.
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