Roll for Shoes
Roll for Shoes
What is it?
An ultra-rules light game. It was mentioned to me by my wife from a co-worker.
Mechanics
The entire mechanics are this:
- Say what you do and roll a number of D6s, determined by the level of relevant skill you have.
- If the sum of your roll is higher than an opposing roll, the thing you wanted to happen, happens.
- At start, you have only one skill: Do Anything 1.
- If you roll all 6s, you get a new skill specific to the action, one level higher than the one you used.
- For every roll you fail, you get 1 XP.
- XP can be used to change a die into a 6 for advancement purposes only.
What I like
Dice pools are fun. The abstract nature of skills has always caught my attention. The specific bit about failure and XP is also neat.
What I don't like
There is actually a lot hidden like if you aren't doing an opposed roll how to set a difficulty.
There are also no examples to help guide how you interpret any of it.
Puzzles and Challenges
Combat is purely narrative so keeping that fair is something I'd like to see an example of.
The game is without any mention of any other typical RPG trappings like inventory, economy, NPCs, etc. This can be good or bad.
Resources
Links to resources