To follow up on the article I wrote about my first impressions of the 7th Sea Second Edition Quickstart, I’ve gotten it in my head to design a lite version of it, perhaps something that might address some concerns I’ve had.
What follows is literally something that I came up with in the shower. It’s not meant to replace the stuff from 7th Sea but address the stuff that bugged me when I played.
BASIC TASK RESOLUTION
I wanted to do the least amount of change to the character sheets in 7th Sea, so I decided to retain the fact that Traits and Skills operate off a scale of 1-5 dots.
However, instead of the whole roll a dice pool of Trait+Skill+Bonus and add up sets of 10, I figure we can actually tweak that to work a little faster.
Instead, roll a number of six-sided dice equal to your Trait score. Any dice that come up equal to or less than your Skill rating are considered a Raise. Rolling a 6 is always a failure.
If attempting a skill that you have no dots in, 1’s still count as a Raise, but rolling a 6 means you Botch.
In addition to declaring your Intent, you also declare an Approach. Approaches determine what you can spend Raises on for this round.
– Physical: Allows for Brawn and Finesse Actions
– Mental: Allows for Wits and Panache Actions
Player who rolls the most Raises goes first and applies Raises to their Actions. After resolving that, play moves on to the next character with the highest number of Raises.
When targeted by a hostile action, a character may attempt to negate Raises spent to harm them by spending an equal number of Raises. This is a reflexive action, and must be justified within the context of the same Approach chosen at the start of the Round.
Again this isn’t meant to be a true replacement to the system as it is now, but a small exercise in figuring out how to patch it based on my understanding of the games goals.
Heck if there’s any interest in this at all maybe I can develop it as a lite take on it like Qwixalted did for Exalted 2nd Edition!