Reynard
aka Ian Eller
[Note: This is another thread in my ongoing "series" exploring different ideas in RPG design as I formulate my own game. The point is not to talk about what my game should or should not look like, but to examine the subject broadly so I can consider lot of different perspectives as I think about what I might do. Thanks for participating.]
I have settled on a core mechanic for my game design, and it results in either 0, 1 or 2 successes on any given roll, with the potential for "critical success" as well. I don't think I feel the need for a "critical failure" result beyond getting no successes.
Anyway, what I would like to talk about in this thread is levels or tiers of success in RPGs: what games you like or don't like that use multiple levels of success; the kind of implementation that you think works, or doesn't, and produces fun, or not, results; how multiple levels or tiers of success interact with different modes of play, such as exploration versus combat; that sort of thing.
For my part, I chose 0-2+ as a basis because I like the way it works in Savage Worlds (SWADE, Daggerheart and Shadowdark are my design pillar examples). In older editions of that game, you could rack up a bunch of extra successes on a very explodey roll, but SWADE has brought it down to just one "extra success" to clean it up and I think it works. The system considers the "extra success" special and many powers, weapons or maneuvers do more when an extra success is achieved (rather than just doing the same thing but bigger numbers). I like the idea of their being choices of what to do with that extra success, too.
SO let's talk about it.
I have settled on a core mechanic for my game design, and it results in either 0, 1 or 2 successes on any given roll, with the potential for "critical success" as well. I don't think I feel the need for a "critical failure" result beyond getting no successes.
Anyway, what I would like to talk about in this thread is levels or tiers of success in RPGs: what games you like or don't like that use multiple levels of success; the kind of implementation that you think works, or doesn't, and produces fun, or not, results; how multiple levels or tiers of success interact with different modes of play, such as exploration versus combat; that sort of thing.
For my part, I chose 0-2+ as a basis because I like the way it works in Savage Worlds (SWADE, Daggerheart and Shadowdark are my design pillar examples). In older editions of that game, you could rack up a bunch of extra successes on a very explodey roll, but SWADE has brought it down to just one "extra success" to clean it up and I think it works. The system considers the "extra success" special and many powers, weapons or maneuvers do more when an extra success is achieved (rather than just doing the same thing but bigger numbers). I like the idea of their being choices of what to do with that extra success, too.
SO let's talk about it.







