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What have been the big innovations in RPGs?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5053273" data-attributes="member: 710"><p>I have played my first (very short) test session of Warhammer 3E, and I made some observations of what I consider innovation. </p><p></p><p></p><p>"<strong>Two Dimensional Resolution</strong>" resolution systems as I decide to call them for now. E.g. the method of resolution (die roll typically) gives you multiple information instead of success/failure. </p><p>Warhammer 2E and I think Space Gothic have a very simple example of that. In Warhammer 2E, your to-hit roll was a percentile roll. If you reversed the order of the roll, you could determine hit location. Space Gothic also used a percentile system - if both dice indicated the same number, you had a critical (either critical success or critical failure). In a way, even the "natural 20 equals critical" is an example of that.</p><p></p><p>But I think the system that really uses this notably and dominantly would be Warhammer 3E. The dice in your pool can indicate successes and failures, but also "boons" and "banes". Success or Failure indicates whether you succeeded at a task, while boon and banes can indicate circumstancial aspects of your success/failure. I find this very interesting and I wonder if we'll see more like this in the future from other games, or if it will stay confined to Warhammer 3E. </p><p></p><p>Without using any rulebooks, here's something I came up with: </p><p>You try to get some information and pay someone. Successes indicates whether you get the information at all (and how much he gives you), while boons or banes could be used to determine the price. (And on a failure it indicates whether he is betraying you or not)</p><p>Of course, one might ask why one wouldn't just use the number of successes. one could do that, but - this would mean a different probability distribution. Basically, succeeding at all must be very easy to even have a chance of getting the information for cheap. But that leaves less room for the betrayal stuff in case of a failure. This way, you can still have an "exciting" chance of success/failure and can still get diverse results on your second dimension. </p><p></p><p></p><p>I am not quite sure how I would call another Warhammer 3E innovation. Maybe a <strong>Story-Telling Resolution System</strong>. In most games, you stack bonuses and penalties and make a roll to see if you succeed. Warhammer 3E is the only game I am aware of that tells you which of the modifiers and penalties actually contributed to your success or failure. </p><p></p><p>From a information/physical science perspective, usually the act of skill resolution loses information - you get one new - success or failure (and maybe degree of success or failure), but you don't know how. But the Warhammer 3E system actually retains this information. It can tell you whether it was your expertise, raw talent or luck was that made you win the day. If you blocked the goblin's attack with your shield or if it was just not able to make a meaningful threat to you at all. </p><p></p><p>Sometimes we improvised this in D&D, too - if the enemy failed to beat your touch AC with his regular attack, he didn't even managed to hit. If he failed only by 2 points, we might narrate that his attack was blocked by your shield. But that was an inferred, something that made sense at the moment. This system actually _tells_ you what happened. (But why couldn't it be your armor that deflected the blow? Or your deflection bonus to AC?) </p><p></p><p>You of course don't need this all the time, but I think it is an interesting and powerful tool.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5053273, member: 710"] I have played my first (very short) test session of Warhammer 3E, and I made some observations of what I consider innovation. "[B]Two Dimensional Resolution[/B]" resolution systems as I decide to call them for now. E.g. the method of resolution (die roll typically) gives you multiple information instead of success/failure. Warhammer 2E and I think Space Gothic have a very simple example of that. In Warhammer 2E, your to-hit roll was a percentile roll. If you reversed the order of the roll, you could determine hit location. Space Gothic also used a percentile system - if both dice indicated the same number, you had a critical (either critical success or critical failure). In a way, even the "natural 20 equals critical" is an example of that. But I think the system that really uses this notably and dominantly would be Warhammer 3E. The dice in your pool can indicate successes and failures, but also "boons" and "banes". Success or Failure indicates whether you succeeded at a task, while boon and banes can indicate circumstancial aspects of your success/failure. I find this very interesting and I wonder if we'll see more like this in the future from other games, or if it will stay confined to Warhammer 3E. Without using any rulebooks, here's something I came up with: You try to get some information and pay someone. Successes indicates whether you get the information at all (and how much he gives you), while boons or banes could be used to determine the price. (And on a failure it indicates whether he is betraying you or not) Of course, one might ask why one wouldn't just use the number of successes. one could do that, but - this would mean a different probability distribution. Basically, succeeding at all must be very easy to even have a chance of getting the information for cheap. But that leaves less room for the betrayal stuff in case of a failure. This way, you can still have an "exciting" chance of success/failure and can still get diverse results on your second dimension. I am not quite sure how I would call another Warhammer 3E innovation. Maybe a [B]Story-Telling Resolution System[/B]. In most games, you stack bonuses and penalties and make a roll to see if you succeed. Warhammer 3E is the only game I am aware of that tells you which of the modifiers and penalties actually contributed to your success or failure. From a information/physical science perspective, usually the act of skill resolution loses information - you get one new - success or failure (and maybe degree of success or failure), but you don't know how. But the Warhammer 3E system actually retains this information. It can tell you whether it was your expertise, raw talent or luck was that made you win the day. If you blocked the goblin's attack with your shield or if it was just not able to make a meaningful threat to you at all. Sometimes we improvised this in D&D, too - if the enemy failed to beat your touch AC with his regular attack, he didn't even managed to hit. If he failed only by 2 points, we might narrate that his attack was blocked by your shield. But that was an inferred, something that made sense at the moment. This system actually _tells_ you what happened. (But why couldn't it be your armor that deflected the blow? Or your deflection bonus to AC?) You of course don't need this all the time, but I think it is an interesting and powerful tool. [/QUOTE]
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