Marvel Universe RPG

House Rules

 

© 2004 Marvel Comics. Art by Scott Kolivs.

Dice-less Role Playing is ultimately a niche thing, and to the neophyte can actually seem quite daunting. So, I have crafted a few rules to handle the use of dice for dice-less role-playing. This can be used for playing with a group of players not used to dice-less play, or for solitaire play. This mechanic is a work in progress, as I have not had an opportunity to play-test it yet. Feel free to give it a try and to contact me with your thoughts.

As the game uses a scale of one-to-ten for rating actions and abilities, rather then using dice-pool mechanic that would lead to either rolling one dice over and over tallying successes or having to purchase a fistful of dice, instead I'm choosing to use a "roll once, add the modifier" mechanic. The reasoning for this is, ultimately, the reason behind the use of a dice-pool mechanic with the Marvel-U RPG was in an attempt to make the game accessible for those new to RPGs. Most new players might have obtained a handful of the (essentially) novelty dice used for gaming in the process of getting started. However, it unlikely they'd have the large number of d10s (10-sided dice) needed to use a dice pool mechanic. I did consider using d6s (standard dice). However, I couldn't quite figure out a simple way to work the mechanic.

With a roll-and-add system, I could keep it simple. So, here's the essence of the mechanic:
Roll one ten-sided dice: add your action score, and add any modifiers for any equipment you have.

With combat, things get slightly more complicated. In the rule book, for the dice-less rules, players can split the "stone pool" between offence and defensive portions. The stone pool available is made up of the rating for the action, and any modifiers available. With this system, the player takes the action score (plus any additional points from related attributes) is also divided up between offence and defense, and equipment and other modifiers are applied where appropriate. The player then rolls once for offense, and once for defense. The attacker has to beat the defender's defense roll to deal damage. Defender wins all ties.

For example:
Frank Castle has come across Mystique standing over a dead body with the proverbial smoking gun. Frank's Ranged Combat score has a base of 7, which he can divide between offence and defense. He gets modifiers for Targeting (+2), and Reflexive Dodge (+2), which cover offence and defense. Equipment wise, as Frank is just out meeting a contact, he's only carrying his ColtM1911A (+3 modifier) and a knife (+2) and he's wearing body armor (+1). Frank is unsure whether Mystique is going to attack or flee, so he divides his Ranged Combat score almost evenly, 4 for offense, and 3 for defense, and elects to attack with his pistol. So, he gets +3 from the pistol and another +2 from the targeting modifier, giving his attack roll a modifier of +9. For defense, he only adds his Reflexive Dodge and the Kevlar, giving him a modifier for his defense roll of +6. Frank's player rolls a 10 on each roll, giving him an attack roll of 19, and a defense roll of 16. Mystique's got her work cut out for to stop this attack...

Damage works in the same way as with the dice-less version: However any you beat your opponent's defense score by is the amount of damage you deal. There is a side-effect of this that the lethality is boosted. However, ultimately, the GM does have the power to fudge his own dice rolls. What should matter is the story and having fun, rather then trying to kick Magneto's be-caped butt as fast as possible.

Now, in many ways this isn't too different from the rules as written in the book. However, the psychological aspect of dice-rolling can help hook players in. Also, this helps slowly introduce them to the dice-less mechanic, so once they get used to adjusting and modifying their offense and defense portions, then it becomes easy to simply moving to a dice-less game by taking the dice away.

As for solitaire play, You can handle assigning the dice pools with a single six-sided dice. Why six, rather than an ten-sided dice? By using a six-sided dice, you make sure that the NPCs don't commit all of their action sore to offense or defense, or be quite as boring as having them split it evenly every time.