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* StatGrinding: You start off with only one stat. "Do Anything", which you have only [=1d6=] in. However, this will eventually branch off into more stats if you roll a 6 for a specific action. For example, if you wish to fly, and roll a 6 from the do anything roll, you will gain the stat "Flight" and have [=2d6=] in the stat.

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* StatGrinding: You start off with only one stat. "Do Anything", which you have only [=1d6=] in. However, this will eventually branch off into more stats if you roll a 6 for a specific action. For example, if you wish to fly, and roll a 6 from the do anything roll, you will gain the stat "Flight" and have [=2d6=] in the stat. Rolling nothing but sixes again in that stat will then give you another [=d6=] to add to the pool.
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* UniversalSystem: The intent of the system is to let you play absolutely ''anything'' you would want to.
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Compare ''UsefulNotes/PoweredByTheApocalypse'', a somewhat more complex (but still relatively simple) system designed more for roleplay than combat.

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Compare ''UsefulNotes/PoweredByTheApocalypse'', a somewhat more complex (but still relatively simple) system also designed more for roleplay than combat.
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* SoloTabletopGame: Extremely simple to do in this system, thanks to the incredibly simplistic ruleset. All the player needs is a random event generator and they can pretty much make any single player campaign they want.
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* StatGrinding: You start off with only one stat. "Do Anything", which you have only [=1d6=] in. However, this will eventually branch off into more stats if you roll a 6 for a specific action. For example, if you wish to fly, and roll a 6 from the do anything roll, you will gain the stat "Flight" and have [=2d6=] in the stat.
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* {{Minimalism}}: Specifically designed with this in mind, to be a launching off point for whatever the player may have in mind.

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* {{Minimalism}}: Specifically designed with this in mind, to be a launching off point for whatever the player may have in mind.mind.
* YouHaveResearchedBreathing: The name is partially derived from this concept. "I roll to see if I have shoes on!" Is the buzz phrase that gave the system its name. You start of with that stat "Do Anything" and gain more specific stats depending on if you roll all [=6s=] or not.
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''Roll for Shoes'' is an incredibly simple and [[{{Minimalism}} minimalistic]] "micro system" designed to fit any potential roleplay the player wants. There are only six (main) rules.

* "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 the opposing roll, the thing you wanted to happen, happens."
* "At start, you have only one skill: ''Do Anything 1.''"
* "If you roll all sixes, 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."

Additional rules exist, but these are the six main ones. The intent is to provide a launching off point for any kind of campaign a player may think of, but can't find a system that works for the intended world. Definitely more on the story side of the StoryToGameplayRatio.

The official site can be found [[https://rollforshoes.com/ here]].

Compare ''UsefulNotes/PoweredByTheApocalypse'', a somewhat more complex (but still relatively simple) system designed more for roleplay than combat.

!! Tropes:
* {{Minimalism}}: Specifically designed with this in mind, to be a launching off point for whatever the player may have in mind.

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