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Roll for shoes

taken from expanded with material from

Roll for Shoes

Rules

Roll for Shoes is a tabletop RPG “micro system” with a very simple set of rules.

The original post is archived at “I roll to see if I have shoes on!”, but here are the rules:

  1. Say what you do and roll a number of D6s, determined by the level of relevant skill you have.
  2. If the sum of your roll is higher than the opposing roll, the thing you wanted to happen, happens.
  3. At start, you have only one skill: Do Anything 1.
  4. If you roll all sixes, you get a new skill specific to the action, one level higher than the one you used.
  5. For every roll you fail, you get 1 XP.
  6. XP can be used to change a die into a 6 for advancement purposes only.

Examples

This mini-system works beautifully for crafting characters on the go. Here are some example "charsheets" from the dungeoncrawl of Cakewalk that I ran:

  • Krey the Heretic Monk of the Church of Pain : 0 XP Do anything 1, Fist O'Pain 2, Burning Fist O'Pain 3, Heretic 2, Teeth of Biting 2!
  • Ferret the Son of a Shoemaker: 2 XP Do Anything 1. Boots of Kicking 2. Feet of Feats 3. Supplier 2.
  • Ryu the Polymorphed Egglayer: 2 XP, Reptillian 2

But my favorite moment was this:

I had asked the players if they were doing anything to prepare for the dungeon before leaving town. One of them said he's checking to see if "he has his heirloom shield" with him. He rolls and botches, and so I say: "Your father is a shoemaker. You are not sure why you ever thought you had anything even remotelly close to a shield." After a little while, this character and the would-be monk make it to the heavy doors of dungeon Cakewalk and have a little conversation regarding their preparedness. The monk says he's barefoot and happy to be so, 'cause, well, he's a monk! And then the shoemaker says "I check to see if I have shoes on!"... Which is beautiful, of course - we've already established he's the son of a shoemaker, so he definitelly has shoes on. So if he does win this roll, we know that he doesn't just have shoes on, he has awesome shoes on!

And then he rolls a 6 on that roll and gets Boots of Kicking 2.

And then he rolls a 3-6 roll for kicking down the dungeon door, and upgrades it into Feet of Feats 3.

Tools

Body Parts

  1. Head
  2. Left arm
  3. Right arm
  4. Torso
  5. Left leg
  6. Right leg

Specific Body Parts

11 Left ear 21 Right ear 31 Left eye 41 Right eye 51 Nose 61 Mouth
12 Left shoulder 22 Left upper arm 32 Left elbow 42 Left forearm 52 Left wrist 62 Left hand
13 Right shoulder 23 Right upper arm 33 Right elbow 43 Right forearm 53 Right wrist 63 Right hand
14 Left upper 24 Right upper 34 Left middle 44 Right middle 54 Left lower 64 Right lower
15 Left hip 25 Left thigh 35 Left knee 45 Left shin/calf 55 Left ankle 65 Left foot
16 Right hip 26 Right thigh 36 Right knee 46 Right shin/calf 56 Right ankle 66 Right foot

NPC Tables

Roll D66 (two D6 side by side) for each of the tables below.

Description

11 Adorable 31 Filthy 51 Slender
12 Attractive 32 Furry 52 Slimy
13 Bald 33 Glamorous 53 Spiky
14 Bearded 34 Huge 54 Stinky
15 Beefy 35 Lanky 55 Stylish
16 Bony 36 Muscular 56 Sunburned
21 Bulky 41 Obese 61 Tall
22 Chiseled 42 Pasty 62 Tattooed
23 Chubby 43 Petite 63 Tentacled
24 Clean 44 Scary 64 Tiny
25 Creepy 45 Shifty 65 Ugly
26 Elderly 46 Short 66 Voluptuous

Personality

11 Annoying 31 Fearless 51 Noisy
12 Arrogant 32 Fidgety 52 Optimistic
13 Awkward 33 Friendly 53 Quiet
14 Bossy 34 Grumpy 54 Rowdy
15 Clumsy 35 Judgmental 55 Rude
16 Confident 36 Kind 56 Sad
21 Courageous 41 Lazy 61 Sarcastic
22 Demanding 42 Maniacal 62 Selfish
23 Embarrassed 43 Mean 63 Shy
24 Enthusiastic 44 Messy 64 Silly
25 Evil 45 Murderous 65 Simple-Minded
26 Excited 46 Nervous 66 Stubborn

Extras

While the basic Roll for Shoes rules are purposefully simplistic, there are some extra rules and systems you can add to a game to emphasize themes or add mechanics as necessary.

Weaknesses

Weaknesses are similar to Skills, but instead have a negative number associated with their level (e.g., Running -2, Climbing Ladders -3). Weaknesses are rolled with the noted number of D6s (as absolute value), but only the single lowest rolled die result counts.

Example: A character is being chased, having to use Running -2 to roll two D6s: they roll a 4 and 2, and use the 2 as their result. Another character must use Climbing Ladders -3 and would roll three D6s, similarly using the lowest single result.

A few important notes:

  • Weaknesses are intended to be permanent, being analogous to negative Skills.
  • Broad Weaknesses should start at -2 since -1 does not make sense as a roll on its own.
  • Advancements are not possible with a Weakness, so rolling all sixes simply gives the character a single result of 6.
  • Weaknesses can be quite punishing, so it’s recommended to only use them—and optionally the related rules below—when it’s fitting to the setting, style, and mood of the game.

Getting Worse

A possible additional rule is to invert advancement for Weaknesses: any Weakness roll of all ones grants a Weakness more specific to the action, at one level lower than the failed task.

Example: A character fails Running -2 with both dice rolled 1, and is given a new Weakness called Fleeing Uphill -3.

Gaining Weaknesses

Weaknesses are typically given at the beginning of a session, to emphasize an aspect of a character at creation. Alternatively, particularly bad Skill rolls could result in creating a Weakness: any Skill roll of all ones grants a Weakness at a related level, specific to the rolled action. This should only occur for Skills above level 1 (by default anything other than Do Anything 1).

Example: An otherwise capable character is given a very hot cup of tea, and attempts to Drink 2. They roll two 1s, and unfortunately gain Drinking Hot Beverages -2.


Statuses

Statuses act as temporary modifiers to any relevant rolls, instead of being treated as a rollable Skill (or Weakness) on their own. Statuses can be positive or negative, and are typically written with their signed modifier value first to differentiate their usage (e.g., +1 Strengthened, -2 Poisoned). A character can have many effective Statuses, and multiple Statuses can affect a given Skill/Weakness roll. Statuses are intended to only be temporary, and should be dynamically added or removed when narratively appropriate.

Example: A character attempts to throw a molotov cocktail but fails spectacularly. It falls to their feet and explodes, giving them -3 On Fire which remains attached to them until they dive into a nearby river, thus removing the Status.


Damage

By default, outcomes are handled purely narratively, around goals and actions that characters perform. Each action is a discrete move towards a goal, with no resulting values taken into account other than success. This works fine in most games and groups that don’t have a need to track damage.

Alternatively, you can use the difference between opposing roll results as a Damage value, and assign the damaged character a Status related to the damage.

Example: An orc swings its Stone Club 3 at an elf mage that tries to block with Magic Barrier 3. The orc rolls 9 and the elf rolls 4, resulting in 5 Damage. The GM describes the elf's failed defense as mistiming the spell cast, and the club strikes their shoulder. The 5 Damage outcome is used to place a -5 Clubbed Shoulder Status on the elf. This Status modifier would be applied to any rolls that rely on that shoulder, and could be removed with a successful heal.

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