So I was thinking that maybe we could do a sort of Dungeons and Dragons-ish game; we could use random numbers for attack rolls and such-like. In this game, you are some kind of adventurer who searches for gold and other treasures in labyrinthine caves and ancient ruins filled to the brim with terrible monsters and traps.
To play, you must choose a class, or profession, and seven ability scores for your character.
Fighter: Fighters are highly trained warriors and knights. They gain a +2 bonus to Strength. They can use all weapons and armor.
Cleric: Clerics are priests with the ability to magically heal and protect their allies. They gain a +2 bonus to Wisdom. they may use chainmail armor and a mace or a staff.
Wizard:Wizards are scholars who can cast magical spells. They gain a +2 bonus to Intelligence. They may not use weapons or armor.
Thief: Thieves are clever and swift, and are skilled at getting into places where they shouldn't be. They gain a +2 bonus to Dexterity. They can climb walls, pick locks, and disable any traps they find. They may use bows, daggers, and leather armor.
Ability Scores: Use this number generator (http://www.random.org/) to get seven numbers between 3 and 18. Then, assign one number to each score. Higher is better.
Strength: Useful for fighting monsters, lifting things, and pushing things.
Dexterity: Speed, balance, and hand-eye coordination.
Constitution: Health and endurance. Important for determining how much damage your character can take before they die.
Intelligence: Logic, ingenuity, and magical power.
Wisdom: Intuition, judgement, and willpower. Useful for throwing off mind control spells or knowing when someone is lying to you.
Charisma: Charm. Diplomatic, social, and leadership skills. Useful for getting other characters to like you, and convincing monsters to talk rather than fight.
Luck: The mysterious factor.
In the game, I, as the dungeonmaster, will use percentages based off your ability scores to determine whether any actions you take succeed. If you succeed many times at a particular action, you may get a learning bonus to that score.
Example of gameplay: Jason the fighter takes a swing with his sword at a monster. Jason has a Strength score of 15. All players have a Strength x 3 chance of hitting a monster. Thus, Jason has a 45% chance of hitting. Using the number generator, I get 23, which is less than 45. Jason's aim is perfect, and his sword slices into the monster.
Personality and other details:
Appearance, age, gender, etc.: