Looks neat and easy to run.
I'm curious how well/poorly trying to move out of the way would work, though. With maneuverability limited like that, trying to wriggle free once someone had hit you once might be more an issue of hoping they guess you were oriented the wrong way than anything.
More, it's so faster (smaller) ships become a lot harder to kill than say really slow ones (some 5-tiles don't even move.) The enemy would have to guess at position, as well as how far it moved, and if it turned- a move of 4 gives you a pretty large possible move cloud.
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I'm also going to do a quick dump of possible settings. I intend to at least build one of these into a D&D module, one day.
1. Ikebukuro 2016
A large city where those with excess live in it, upon the backs of those without. It's not a BAD city, but it's definitely a materialistic one.
Characters are offered class titles based on stats. I could choose a Silent Courier, for instance. Silent gives me better stealth, stealth with armor, and a silent weapon- a small Recurve Bow. Couriers gain motorcycles, light hidden armor, storage for just about anything, and a very light firearm (let's say the MAC 11.)
The story mostly involves you just trying to make a living, and for various reasons it's not a legal one. Most actions are on a 3d6, however, advantages also come into play.
Lets say, as a Silent Courier, I'm sent to steal suitcases full of cash from an enemy that we learned was transferring funds. While tracking the armored vehicle, I don't get any advantage: I'm on a motorcycle, but I also know how to be stealthy and not attract attention.
I know the area it stops, it dosen't know that I know it's general area. I park in a nearby empty lot and climb atop a building to survey the area- finding the alley they're in, and scouting them for whatever info I can. I know about the enemy now, and get a minor advantage- +1 on all rolls.
Now, I climb down. I know a fairly good place to attack from, and take out the single guard from the shadows with my bow. Taking his gun, I do my best to blend in.
I'm not at disadvantage to blend in, but if a firefight breaks out, I don't know much about the gun in hand and would get a double minor disadvantage: -2. This is basically -1, with the previous scouting.
I walk over to a good place to start the action, near the suitcases, and fire at the people transferring the cash. They were caught off guard, which was a minor advantage- offsetting the -1, meaning that a regular roll took place.
The uninjured ones scatter and return fire, enough for me to back off to the other side of the van. The driver is spooked by the gunfire, but hasn't put the van in gear.
I drop the gun and switch to my MAC 11. With a gun I'm used to plus the other bonus, I now have +2 to combat rolls. Stealthing around to the side with other enemies, I shoot one without him expecting it on a +3, the highest minor bonus.
Now, on a high-roll high, I run for the suitcases and grab two. Unable to fire, I run around the side of the building twoards my motorcycle- my stealth roll didn't go so well and they know where I am, but by then I'm gunning the engine and skidding away.
Suddenly, I'm in a chase. The van driver is on to me, but everyone else was left in the dust. His large, slower-to-accelerate vehicle is at a major disadvantage to my well-tuned motorcycle, granting me not a +3, but an extra d6, meaning I'm making 4d6 rolls to his 3d6.
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Basically, a 3d6 engine with Minor, Double Minor, Triple Minor, Major, and Ultimax bonuses. +1, +2, +3, +1 die, and +2 die/reroll lowest.
Minor and major bonuses may stack in certain conditions.
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The second, "I want to D&Dify this", is a dungeon based around a fallen Dwarf Fort. Many floors, many traps, much fun to be had.
I've sorta kinda plotted the first floor, which has a bunch of kobolds living there, having stolen/put to use everything from the abandoned workshops. A few plump helmets still grow in a farm plot, there's a lever room that controls the exit to the first floor, quarantine doors on the migrant dorms, and one that floods the room with about waist-high water from a pool above-ground (originally had more water, would have drowned you, but as it is serves as more of an inconvenience, and a chance to douse torches (You don't need them yet anyway).
There are two entrances, one that's a broken stone floodgate you can force open with enough of a push (rolling a 1 perma-jams it, rolling a 20 blasts it free of it's hinges, and lets players take the floodgate. No real reason for that, except for dwarfy-minded goodness.)
The other one is the wagon-size entrance, and entering this way activates some rusted cage traps. There's a low chance you'll be caged, and other members can free you if you are, and they don't damage you. If anyone gets caught, the Kobolds in the adjacent room rush in, meaning it's sort of a crapshoot if you'll get freed first or later. You're still able to attack, but enemies have a much easier time hitting you.
This is meant to be a looong dungeon. You start at level one, and by the end, you're fighting a lesser demon king IN HELL.
Some floors have wandering Forgotten Beasts. Cage traps start giving way to complicated, deadly traps, which give way to MAGIC death traps, and finally, holes to the magma sea.
Examples would be the first floor cage traps, then later on a pressure plate activating spike traps behind the person who triggered it, then drowning rooms and cave-in traps, then minecart assault hallways, then minecarts with an invisibility gem so you don't see them coming, false floors above magma, a necromancer or four...
I'm pretty sure that DF players could make a kickass module. Stats for hostile entities is the kind of thing I'm sure someone's got data for, I mean, who dosen't want giant badgers in their game?