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Mechanics that support what you want as a Player to feel like you matter
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<blockquote data-quote="Emberashh" data-source="post: 9216964" data-attributes="member: 7040941"><p>I squared that circle by breaking the conventional wisdom that a dice roll shouldn't be dwarfed by a modifier. Specifically, a base max of +30 to a 1d20 roll. </p><p></p><p>This does a lot of things, but first and foremost is accurately portray competance as a result of increasing your Talents. You clearly and intuitively know you're getting better as things get easier and eventually you just auto-succeed. Eventually you do still hit the max and will be making rolls to hit DC32+, but at that point the challenges you face are things you'd genuinely be struggling against at that level, so it's not a case where you could ever throw a pie into your own face. </p><p></p><p>And incidentally it also has the added effects of making the game simpler to run and play over time, but also, as I recently realized, handily flips the game from more tactical to strategic, right in time for players to start wielding and fighting armies, and likewise from procedural to narrative, just as players would presumably be making their moves on the world stage to fulfill whatever goals they have, be it to defeat the big bad, finish conquering the land, or heck, to even destroy the world. </p><p></p><p>So all in all, no strict need for metacurrency gimmes. </p><p></p><p>Buttttt, that doesn't mean I don't technically have some.</p><p></p><p>One is my reimagined "Inspiration", which acts as both the reward and basic leveling mechanism for exploring and learning about the gameworld, where you get to utilize a floating modifier to change one of your rolls in exchange for -1 to that modifier (if done repetitively in the same areas, you'll not only begin to increase your Maximum but also start gaining a permanent mod for that area)</p><p></p><p>This one is more diegetically themed, being an abstract representation of each players accumulated knowledge and the effect that knowledge has on creativity. (Which incidentally is basically how real creativity works, so kudos to realism!)</p><p></p><p>The other is a more conventional Luck Attribute mechanic, where you can burn Luck for various things (but not dice rolls) and then have to earn it back, if you can.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9216964, member: 7040941"] I squared that circle by breaking the conventional wisdom that a dice roll shouldn't be dwarfed by a modifier. Specifically, a base max of +30 to a 1d20 roll. This does a lot of things, but first and foremost is accurately portray competance as a result of increasing your Talents. You clearly and intuitively know you're getting better as things get easier and eventually you just auto-succeed. Eventually you do still hit the max and will be making rolls to hit DC32+, but at that point the challenges you face are things you'd genuinely be struggling against at that level, so it's not a case where you could ever throw a pie into your own face. And incidentally it also has the added effects of making the game simpler to run and play over time, but also, as I recently realized, handily flips the game from more tactical to strategic, right in time for players to start wielding and fighting armies, and likewise from procedural to narrative, just as players would presumably be making their moves on the world stage to fulfill whatever goals they have, be it to defeat the big bad, finish conquering the land, or heck, to even destroy the world. So all in all, no strict need for metacurrency gimmes. Buttttt, that doesn't mean I don't technically have some. One is my reimagined "Inspiration", which acts as both the reward and basic leveling mechanism for exploring and learning about the gameworld, where you get to utilize a floating modifier to change one of your rolls in exchange for -1 to that modifier (if done repetitively in the same areas, you'll not only begin to increase your Maximum but also start gaining a permanent mod for that area) This one is more diegetically themed, being an abstract representation of each players accumulated knowledge and the effect that knowledge has on creativity. (Which incidentally is basically how real creativity works, so kudos to realism!) The other is a more conventional Luck Attribute mechanic, where you can burn Luck for various things (but not dice rolls) and then have to earn it back, if you can. [/QUOTE]
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