Reynard
aka Ian Eller
A little background: I have been having some recent "wake up call" cardiac situations, which has motivated me to finally take some things off my Creative Bucket list. I have been freelancing off and on in the TTRPG space for 25 years, but one thing I have never done is design my own system. Creating an RPG is definitely a bucket list item. Do this thread is the first in what will likely be a bunch of threads over the next months trying to drill down on a design.
This thread is about core game mechanics: the foundational mechanics of a game that define how stuff gets done in the fiction. they can be simple like "roll a d20 and add a number, compare to a target number" or complex like "build a pool of dice for various abilities, roll, and count the successes then convert those into results." And of course, not all games use dice or randomizers at all, and some games with simple core mechanics are made complex by whatever lays overt them.
I am interested in getting a sense for what people like about a "good" core mechanic. What makes a "good" core mechanic, anyway? What are some of your favorites from various games, and why? Have you ever like a core mechanics but disliked the system as a whole? Vis versa?
As an example of my own, I really like the core mechanic from the Ironsworn games: roll a d6+mods, then compare to 2 separate d10s as target numbers. You can get no success, partial success (beat one of the d10s) or a full success (beat both of the d10s). I do not really if there is a critical system, but I don't think so, nor do I think it needs one. I like that the systems is a little chaotic and unpredictable, as well as the built in multiple degrees of success. One think that could be interesting is to add a Daggerheart "Hope and Fear" style "tenor" element. You could designate the d10s as a Complication die and a Opportunity die. Any time you get a partial success, you further interpret and impact the result based on whether you bet the Complication die or the Opportunity die.
Anyway: core mechanics. Talk to us.
This thread is about core game mechanics: the foundational mechanics of a game that define how stuff gets done in the fiction. they can be simple like "roll a d20 and add a number, compare to a target number" or complex like "build a pool of dice for various abilities, roll, and count the successes then convert those into results." And of course, not all games use dice or randomizers at all, and some games with simple core mechanics are made complex by whatever lays overt them.
I am interested in getting a sense for what people like about a "good" core mechanic. What makes a "good" core mechanic, anyway? What are some of your favorites from various games, and why? Have you ever like a core mechanics but disliked the system as a whole? Vis versa?
As an example of my own, I really like the core mechanic from the Ironsworn games: roll a d6+mods, then compare to 2 separate d10s as target numbers. You can get no success, partial success (beat one of the d10s) or a full success (beat both of the d10s). I do not really if there is a critical system, but I don't think so, nor do I think it needs one. I like that the systems is a little chaotic and unpredictable, as well as the built in multiple degrees of success. One think that could be interesting is to add a Daggerheart "Hope and Fear" style "tenor" element. You could designate the d10s as a Complication die and a Opportunity die. Any time you get a partial success, you further interpret and impact the result based on whether you bet the Complication die or the Opportunity die.
Anyway: core mechanics. Talk to us.

