TWERPS!

July 24, 2025

No. Not it’s not a pejorative. It’s the World’s Easiest Role Playing System. I found this game when I was in college back in the 80s. I bought many of the supplements. I think, at the time, it cost about $3 to $4 per book. They are home published, staple bound booklets. So where am I going with this? Why my thoughts on the system, of course!

The game is similar to other role playing systems in the concepts it brings. It is a stat based game that governs how skills are used to accomplish various tasks like fighting, lock picking, persuasion and about anything else you can think of. The difference is that there is only one stat. A starting character gets a random amount, from 3 to 5. This stat is your hit points, your movement rate, and your ability in performing tasks. This is both a strength and a weakness in the game.

The stat indeed is used for task resolution. When a character takes damage, the stat goes down and the character gets weaker and slower. An injured character performs less well than a fully healed character. They also move more slowly. Characters get bonuses based on their class. So a warrior might get a +1 when fighting with melee weapons while a ranger might get +1 with ranged weapons. Fighting as an example of how the game works, is done by the attacker rolling a D10, adding his current strength and any other bonuses he is entitled to. The defender rolls a D10 and adds his current strength and any other bonuses (such as armor) he is entitled to. If the attacker rolls higher, he scores hits on the defender.

There is a drawback to this system. With one stat governing everything, wizards become as physically adept as warriors. The move as fast and have as many hit points which really doesn’t make sense. Wizards can fight nearly as well as warriors with the same strength. This system probably needs a few tweaks to make a little more sense.

Movement probably should be a flat rate. Most characters should be able to move 4 spaces with a particularly fast character moving 5 and a slow character such as a dwarf or halfling moving only 3. Characters that use mental abilities should have a penalty when fighting or doing other physical tasks. It would take more play testing though. My son and I played using a Star Wars module that someone made. We both agreed that certain things did not make a lot of sense.

The game, unto itself, provides an interesting table top game similar to games such as Frostgrave or Sellswords and Spell slingers. It’s lighter in rules than those mentioned but would, indeed, provide an excellent game for those that don’t like their games so involved. Who knows? Maybe one day I will be able to figure all this out.

Until next time, good gaming!


Starship Combat

December 14, 2017

I was reading a 1 page rules set I got from Wargame Vault.  It is based on the old computer Star Trek game.  You go from quadrant to quadrant, killing enemies until your patrol is complete.  It  looks like a simple and fun game.  More importantly, it got me thinking about some simple rules that I’ve never been able to articulate until now.

The basics go like this.  Each ship has a set damage track.  The total number of hits each ship can take before being destroyed is based on the class of the ship.  Escort 4, Destroyer 8, Cruiser 12, Capital ship 16.  The attack modifier is also based on size at 0 through 3 respectively.  Movement is 6 through 3 respectively.  Finally, defense is 3 through 6 respectively.  When one ship attacks another, a single die is rolled.  If you roll above the target’s defense, you score that many hits to the target.  When a target reaches 25%, it receives a -1 for all functions.  At 50%, it receives a -2, at 75% it receives a -3 and at 100% the target is a hulk.  Every time the target takes damage over 100%, roll a die.  If you don’t roll over the deficit, the target explodes.  Thus a target is 2 points below 0, a roll of 3 or more will destroy the target.

Some ideas for special weapons:

Torpedoes which always attack at +5 but subtract the target’s top speed for a modifier.  Each point of damage caused does double damage.

Fusion guns might have shorter range but get a bonus to hit on top of the normal attack bonus.

Ion cannon hit on a 4-6 but don’t cause any structural damage.  Instead, they cause -1 per hit.  These hits can be repaired on a 4+ checked at the beginning of the turn.

Fighters come in two styles.  Interceptors hit other fighters on a 5or 6.  They have no effect against ships.  Bombers can attack adjacent ships and count as a normal attack with a +1 per fighter left in a group.  Normally 6 fighters per group and -1 per fighter hit of course.

I’m sure I can come up with other ideas.  Each ship should get a basic laser attack plus one other weapon type.  The attack number  is the basic number of attacks in the case of an ion cannon.  And the attack number +1 is the number of torpedo attacks that ship can make in a game.  Thus an escort can carry 1 torpedo while a capital ship can carry 4.  If a ship is to carry fighters, it can carry the attack number in fighter wings and the type must be determined before the game begins.  Thus a destroyer can carry 1 fighter wing and a capital ship can carry 3 fighter wings.

Finally, there should be some modifiers for a ships style.  A wedge shaped ship like a Star Wars star destroyer would get a bonus of 1 to hit when making an attack dead on.  It would get a 0 for the front arc and -2 for any other arc.  A broadside style ship would get a 0 out of the broadside arc and a -1 forward or aft arc.  A wide sweep style ship would get a 0 through 3 arcs and a -2 to the rear arc.

Movement would be on hexes or free form with an observance of 60 degree turns.  It would be non-inertial style movement to speed play along.  Some standard rules for turning and side slipping etc.  I think it could be a workable system.  Now if I only had some ships!


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