Thomas Shey
Legend
By masters, do you mean mechanics?
No. I meant "who will this mechanic serve the needs of?" Some mechanics really work for some people with some aims and some really work for others. Thus they "serve different masters".
By masters, do you mean mechanics?
Definitely. RPGs and their mechanics have a purpose for writing just like any other kind of writing. In this case a more or less specific play experience.No. I meant "who will this mechanic serve the needs of?" Some mechanics really work for some people with some aims and some really work for others. Thus they "serve different masters".
Man, skip a day or two and threads get LONG...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.
My favored use of cards is that you have a hand and thus can pick which of the next several "rolls" result will be. Best in opposed resolutions, IMO, as that prevents a firm fixed TN, and thus is about odds, not knowing pass or fail ahead of time.I would love to see more mechanics that involve cards. I feel like cards are severely under utilized.
- As replacement for dice. Because it's nice sometimes to know that the number you just drew won't or less likely to show up next.
- As a way of conveying additional information about a "roll."
- A hand or a deck as a way of tracking what your character can or cannot do, maybe like Ironsworn assets. Maybe there is an elegant way to represent health, status ailments, character evolution (a little more concrete than say, tags) using a hand or a deck.
Neither do I. Which is part of what bugs me with AW and most AWE and especially the "truely PBTA" subset with its 2d6+ability vs 6-9/10+...Skill 80 = 80% doesn't take into account the difficulty (or armor class) of the challenge, nor situational modifiers. And personally I don't like RPGs that ignore those things.
As an SCA Fencer and former Heavy, and having studied combat archery, too, as well as some Iaido/Iaijutsu (but not the rest of Kendo) and some Kung Fu... I feel very much the same about Martial Hero for HSR4/5... it leads to a pretty fun simulation with just enough abstraction to not bog down.Seriously. That's IMO a very hot take.
Another roll that doesn't produce a bell curve, e.g. players roll 3d6 for success or failure, but on natural 3 or 18 roll another die e.g d8 to add/subtract to their result. D66 etc tables are also linear. This could make some situations "cinematic" and entertaining. In this example about 1% of the situations would be spectacular. Helps create stories for the table to reminisce about.Can you explain what you mean by "explode in a linear way"? Example mechanic?
Actually, my original point was that LINEAR dice-rolling systems are easier for players intuition. D100 vs d20 is not an issue, it’s that if your (modified) skill is 80% you don’t need math to get a good feel for how likely you are to succeed, whereas if you are told you need to roll 2 6’s on 8 dice, or hit 15 with 4d6 it’s likely to draw you out of the game and require math. Hence my preference for a linear rolling system and non-linear mapping to results, like BRPSure, but I also see barely any daylight between that and "DC is 14 and you have a +2".
I think the original implication was that people have a better intuitive understanding of odds expressed as percentages rather than ratios (e.g. 40% instead of "8 out of 20") but in my experience people suck at genuinely understanding either.
Players' ability to intuitively judge probability, at least roughly, is definitely important for player agency. And I agree that linear distributions make that easier.Actually, my original point was that LINEAR dice-rolling systems are easier for players intuition. D100 vs d20 is not an issue, it’s that if your (modified) skill is 80% you don’t need math to get a good feel for how likely you are to succeed, whereas if you are told you need to roll 2 6’s on 8 dice, or hit 15 with 4d6 it’s likely to draw you out of the game and require math. Hence my preference for a linear rolling system and non-linear mapping to results, like BRP
One thing we haven't really talked about is games WITHOUT a strong core mechanic. This is less common today, but for example AD&D lacks a core mechanic. Although it uses a d20 in a lot of its mechanics, it uses it differently in each: roll high on a table for attacks, roll low on a table for saves, etc... And many of the other basic resolution mechanics in the game don't use a d20 at all: use a d6 to find secret doors, roll 2d6 for morale. Sometimes, EGG just gave a range of probability without even indicating what dice to roll.