Im@s x Sword World

So, here's some vids I've been getting into lately: Idolm@ster idols start playing tabletop RPGs! It's pretty funny, the system they use being Sword World.

First, though, the movies. Kotori runs all these games.

First series: Sword World, original version. Party starts with Haruka (magician), Ai (fighter), Chihaya (fighter/priest), Ami (thief), and Ritsuko (magician).
D

Second series: Sword World 2.0! Party starts with Haruka (priest), Ai (fighter), Mai (fencer), Mami (gunslinger), and Ryou (magician).
D

Sword World is kinda a weird system in some aspects, but let's start with the simple ones. You always roll 2d6. So skill checks are usually 2d6 + skill modifier + ability modifier. Nice and simple, gives you a nice little bell curve.

However, when doing damage, you also roll 2d6. The result is then translated to another number depending on the Intensity of whatever you did. For example, say you've got a spell that does Intensity 10 damage. You roll 8, and look this up on a table the rulebook provides for you (or written down on your character sheet). Rolling an 8 on Intensity 10 gives you a final result of 4. Realistically, since this is a spell, you'd probably also add your Magic Power for whatever type of magic you're casting, which I think is your Class Level + Intelligence or whatever stat.

... Which brings us to our last topic: Classes. In Sword World, you're not confined to a few classes. Rather, when you get Experience, you can spend it to level up in whatever class you want. Of course, the high levels are more expensive than low levels, so you can be a Fighter 9 or a Fencer 7/Scout 5/Magitech 2/Sage 3. There aren't any skills, but you can add your level in certain classes for certain checks. Finding traps is 2d6 + Scout or Ranger level + Intelligence, for example. Some classes are more expensive to level than others though. Utility classes are usually cheap.

There are four classes that are specifically geared towards weapon fighting. If you don't take these classes, you will not hit with anything, you will not dodge anything, as these are the only classes that provide physical attack accuracy, extra physical damage, and physical evasion. So if you're a mage, and you don't take these classes, you're gonna be beat on. This isn't crippling for them, though, since spells don't require you to make attack rolls, and if your front line is doing what they should be, you shouldn't have to dodge many attacks. Also in this system, armor gives damage reduction. It usually doesn't give evasion (and heavy armor will reduce it), but some pieces of equipment will give very small evasion bonuses, like some shields.

Your character level is determined by the highest level class you have, and every two levels past the first (and at first level) you can get a new ability. Certain classes will give you free abilities at certain class levels as well, which can't be attained any other way.

The game is easy to pick up, and I like the class system, but I think the number of abilities is lacking. Once every other level is fine, just the selection is lacking. Also, you must get an ability to equip certain high-level equipment, which I'm not so sure I like. You still get a bonus on top of that, though (i.e. +1 to damage, can equip A rank swords). Also, the fact you roll 2d6 for damage... well, other dice aren't common in Japan, so I see why they did this, but I'd still prefer throwing more dice for whatever range of damage they want things to do.