Your favourite gaming mechanic?

I really like the concept of the level-bonus, as a flat bonus to everything you do, like in 4E. It would have been infinitely better if they hadn't tried to shoe-horn magic items into the same system, such that PCs advanced by (half level + stat boosts + magic items) while NPCs just advanced by (level), but I like the idea that you get to high levels and the piddly little goblins and bandits can't even lay a finger on you. It's way more satisfying to wade through an army of goblins like they were nothing, because you're just so skilled, than to slowly get whittled down by scratches while you're only marginally confident that you can probably defeat them.

That's just one specific benefit of the general mechanic which is the character level, though. It's great when you just have to worry about getting better, over all, without micro-managing your different weapon skills and stat synergies to make sure that you're the best at your one gimmick even though you're terrible at everything else.
 

log in or register to remove this ad

Dannyalcatraz

Schmoderator
Staff member
Supporter
I always liked Traveller's life path PCGen system, and mechanics inspired by it. Great way to come up with a party with a variety of life skills and experience levels.

Bonus: your PC could die during creation! PCGen becomes a minigame!
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
I'm liking the initiative mechanic in the new edition of Paranoia. It introduces a mini-game where you put a card face down (weapon, mutant power, etc) which determines you initiative number. You can actually play the card, but you don't have to. AND, in true Paranoia spirit, YOU DON'T HAVE TO SHOW IT TO ANYONE. You are encouraged to lie. Someone can call your bluff, but bad things happen if they are wrong.

Certainly not a mechanic for simulationists or those who don't want to mix cards with their RPGs, but it makes a basic mechanic like initiative order a major source of player mistrust. It is an EXCELLENT mechanic for Paranoia.
 

pogre

Legend
I'm fond of the WFRP 1e & 2e mechanic of flipping the "to hit" percentile dice to determine hit location. Simple, but fun.
 

Jhaelen

First Post
I love the character creation in Burning Wheel.
I like Earthdawn's talent system and its Legendary Magic items.
I admire the abstracted elegance of combat distances in FFG Star Wars.
I'm a big fan of the transparent math used in D&D 4e.
And I continue to be amazed by Runequest's perfect compromise between realism and playability.
 

pemerton

Legend
I always liked Traveller's life path PCGen system, and mechanics inspired by it.
I love the character creation in Burning Wheel.
Both good, but I prefer the BW approach to lifepaths.

I'm a big fan of the transparent math used in D&D 4e.
Mostly yes, but at high levels some of the scope for building auto-successful PCs is an issue, I've found.

I continue to be amazed by Runequest's perfect compromise between realism and playability.
I've always found RQ a thing of beauty, but too austere to actually embrace. (That opinion is based on old 80s/early-90s versions, though.)
 

Wednesday Boy

The Nerd WhoFell to Earth
I love Fate's character aspects--particularly when they're compelled.

Technically it's not a mechanic but I also love 13th Age's One Unique Thing.
 

CydKnight

Explorer
In 5E I like the way the Dash and Disengage actions work in that normally it takes up your entire turn (unless you are appropriate Rogue or Monk level). I think the trade-off for giving up your attack to perform one of these is fair and that it should be a rare, if not unique, ability to be able to do both in your turn.
 


Blue

Ravenous Bugblatter Beast of Traal
I love the character creation in Burning Wheel.
I like Earthdawn's talent system and its Legendary Magic items.

I'm with you, I loved the attunement process / item pacing in Earthdawn.

Never had a chance to play Burning Wheel but now I'm really curious. Can you go into more detail about the character creation system?

Thanks.
 

Remove ads

Top