Ralif Redhammer
Legend
I totally agree. As much as it’s super-abstract, I still prefer it to systems that have you take increasing penalties as you get injured. It’s completely elegant in its simplicity.
I’ll add Shadowrun Anarchy’s Glitch Die mechanic. You don’t have to use it, but it’s a gamble if you do – your action could be wildly successful, or go totally off-rails, depending on this single die. I much prefer this to the traditional glitch mechanic.
Tunnels & Trolls’ DARO/TARO rule (doubles/triples always roll over). The simple exploding dice mechanic means there’s always a chance. In general, I think the simplicity of T&T’s mechanics, and how early they came about, deserves more recognition.
I’ll add Shadowrun Anarchy’s Glitch Die mechanic. You don’t have to use it, but it’s a gamble if you do – your action could be wildly successful, or go totally off-rails, depending on this single die. I much prefer this to the traditional glitch mechanic.
Tunnels & Trolls’ DARO/TARO rule (doubles/triples always roll over). The simple exploding dice mechanic means there’s always a chance. In general, I think the simplicity of T&T’s mechanics, and how early they came about, deserves more recognition.
I really like Hit Points as a simple, abstract measurement of health. I like how it avoids the death spiral of accumulating penalties...deserves mention above all.