
Strike! is a tabletop RPG with grid-based tactical combat. It's simple to learn and play, but more importantly it gives you all the best things in gaming with nothing slowing you down or getting in the way. Whether you're looking for tactical choices, exciting twists, or making great characters, you'll find it here.
What sets Strike! apart?
Every roll is 1d6. This makes it fast and easy to learn, teach, and play.
Setting agnostic. Strike's exciting combat and surprising twists fit smoothly into any setting.
No boring failures. When you don't succeed there's a twist: maybe you get what you want or maybe you don't, but either way something interesting happens that changes the situation.
Non-binary resolution. Despite the simplicity, there are four or five distinct possible results on every roll, not just Success or Failure.
Speed! Because of the simplicity, and helped by other tweaks, the game runs very quickly. Combat only takes 20-30 minutes, even at high levels. The system supports players taking risks and gives characters interesting options without being burdensome and pulling you out of the game to crunch numbers.
Character creation is simple too, and there are no false choices. Now instead of spending time trying to spend points and sorting through endless lists, you can just pick a background to give you basic skills, pick a class and role, do a little bit of customization and get to playing.
Variety without complexity. Combining your choice from ten classes with any of five roles gives you fifty unique options that will each play very differently from one another. Re-skinning guidelines help you create exactly the character you want with ease.
What sets Strike! apart?
Every roll is 1d6. This makes it fast and easy to learn, teach, and play.
Setting agnostic. Strike's exciting combat and surprising twists fit smoothly into any setting.
No boring failures. When you don't succeed there's a twist: maybe you get what you want or maybe you don't, but either way something interesting happens that changes the situation.
Non-binary resolution. Despite the simplicity, there are four or five distinct possible results on every roll, not just Success or Failure.
Speed! Because of the simplicity, and helped by other tweaks, the game runs very quickly. Combat only takes 20-30 minutes, even at high levels. The system supports players taking risks and gives characters interesting options without being burdensome and pulling you out of the game to crunch numbers.
Character creation is simple too, and there are no false choices. Now instead of spending time trying to spend points and sorting through endless lists, you can just pick a background to give you basic skills, pick a class and role, do a little bit of customization and get to playing.
Variety without complexity. Combining your choice from ten classes with any of five roles gives you fifty unique options that will each play very differently from one another. Re-skinning guidelines help you create exactly the character you want with ease.
Testimonials
"Yeah, this is pretty sweet. It's like out-of-combat Burning Wheel/Mouse Guard got Franken-stapled to the best parts of in-combat D&D 4e." "I played a game of it over Maptool once and it took us something like five minutes to pull a friend-of-a-friend into the game and help him make a character. Combat was always considerably faster due to the fact that we didn't have to [mess] around with minute bonuses or large numbers - it was extremely straightforward in every respect, while still maintaining the 4e tactical combat core." "[Strike!] is the perfect game for a bunch of lazy [friends] to play while mildly drunk and not worrying too much about verisimilitude or themeing. Just a couple of adventurers having some [gosh darn] fun adventures. [...] It's just fun, you know? No apologies." "I'm very, very impressed with what you did here. It's probably the most clever design I’ve seen since Apocalypse World." "So far, this is one of the favorite RPGs I've ever played, and it’s not even finished!" "Strike! is way better than I thought it was going to be." |