What Do You Think Of As "Modern TTRPG Mechanics"?

The Blood Magus can inflict 1 point of damage to himself with a cut and use that blood to take the place of cheap components. They can permanently sacrifice 1 hit point in the process of creating a homonculus. For 3 hit points of damage he can do an extra d6 damage with a spell to all targets that have blood.

The Blood Magus from Complete Arcane? That's not currency, that's Supernatural class abilities with two effects: a magic bonus, and HP damage.

Also, published in 2004. Certainly not a date useful as an example of classical hit points. One might even call it modern.
 

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The Blood Magus from Complete Arcane? That's not currency, that's Supernatural class abilities with two effects: a magic bonus, and HP damage.

Also, published in 2004. Certainly not a date useful as an example of classical hit points. One might even call it modern.
How is it not currency? It's literally spending hit points to do something in the fiction.
 

The idea is that you discuss with your players at the end of the session, so you have a good idea of where they plan to go. Most players in my experience aren't constantly shooting off in random, unpredictable directions at the beginning of every session, leaving me scrambling to keep up. Do yours do that?
They don't do it every session but if they are going to take off in an unforeseen direction the start of the session is by far the most likely time for it, for two reasons:

--- one or more of them came up with (what they think is) a better idea during the week
--- they've completely forgotten their plans and discussion from last session and so begin the process anew, to a different outcome
 

How is it not currency? It's literally spending hit points to do something in the fiction.
As it specifically involves the character shedding blood (nicely abstracted by the hit point loss) it sounds pretty non-meta to me.

Far more meta is how in 3e characters could spend xp to create magic items.
 

As it specifically involves the character shedding blood (nicely abstracted by the hit point loss) it sounds pretty non-meta to me.

Far more meta is how in 3e characters could spend xp to create magic items.
The XP was a balancing cost. You still needed the materials, time and magic to create them.
 

The DM knows which way the group is going. Why hasn't he rolled that stuff during prep?
Well, in hypothetical example, that could mean a lot of rolls during prep to do possible encounters each time period, possibly each hour, depending on how granular the time period impacts on encounters are, and also how much of thr weather you want to determine ahead, again maybe hour by hour.

Ultimately though I agree, though sometimes parties can go in unexpected directions, but it was more trying to illustrate that if something in play takes 10 minutes for DM to resolve whole players aren't doing anything, then at that point trying to meet DM desires in the game could be detrimental to players enjoyment.
 

It's not a mechanic, but here's a thing that strikes me as modern when it is found in a RPG: a clear statement of GMing principles.

A related thing, which also generally strikes me as modern, is a clear statement of how actions should be resolved, which makes reference to principles as part of the process.

Even very early RPGs have had reasonably clear statements of action resolution procedures: see eg Classic Traveller (1977), which says (Book 1, pp 2-3, 20), that

Routinely in the course of Traveller, dice must be thrown to determine an effectively random or unpredictable course of action. These dice throws may be made by players for their characters, or by the referee for the effects of nature, non-players, or unseen forces. Rolls by the referee may be kept secret or partially concealed depending on their effects. In situations where the players would not actually know the results of the roll, or would not know the exact roll made, the referee would make the roll in secret. . . .

Saving Throw (also called throw): That dice roll required to achieve a stated effect. . . .

The above listing of skills and game effects must necessarily be taken as a guide, and followed, altered, or ignored as the actual situation dictates.

In some game situations, actual die roll results must be concealed from the players, at times allowing them to misconstrue the reasons for their success or failure. In other situations, the referee may feel it necessary to create his own throws and DMs to govern action, and may or may not make such information generally available to the players.

In order to be consistent (and a consistent universe makes the game both fun and interesting), the referee has a responsibility to record the throws and DMs he creates, and to note (perhaps by penciling in) any throws he alters from those given in these books.​

But this is very vague about when and why the referee should call for a throw, or make a throw of their own - for instance, is the GM bound to make the throws that players must make for space travel before framing a scene involving a NPC's starship? After all, the success of a jump is just as unpredictable for NPCs as for PCs.

And the text says nothing at all about what the scope of throws ought to be, and how failures ought to be narrated. At best, the referee can draw inferences from examples provided in the rules, although these are not all consistent in their methodology.

A modern game will - in my view, at least - be much more systematic in how it direct the game participants to use the dice: when, why, with what sorts of outcomes in mind, etc. That's not to say that all games are perfect in this regard - I've posted some complaints recently about Mythic Bastionland in this respect recently, even though overall I like the game and am looking forward to GMing more of it.

For me, the gold standard in the statement of principles for GMing is provided by Burning Wheel and Apocalypse World. A close runner up is Agon 2e. But there are plenty of RPGs that I don't know that might be as good as (or even better!) than these.
 


Well, in hypothetical example, that could mean a lot of rolls during prep to do possible encounters each time period, possibly each hour, depending on how granular the time period impacts on encounters are, and also how much of thr weather you want to determine ahead, again maybe hour by hour.

Ultimately though I agree, though sometimes parties can go in unexpected directions, but it was more trying to illustrate that if something in play takes 10 minutes for DM to resolve whole players aren't doing anything, then at that point trying to meet DM desires in the game could be detrimental to players enjoyment.
Right, which is why I have a plan in place to avoid it.
 

It's not a mechanic, but here's a thing that strikes me as modern when it is found in a RPG: a clear statement of GMing principles.

A related thing, which also generally strikes me as modern, is a clear statement of how actions should be resolved, which makes reference to principles as part of the process.

I'm not digging our my 1e DMG for this, but my guess is that the real difference for modern design isn't that principles exist, but that the statement is made clearly.

Gygax went on about how a GM should do things and why - but that advice is scattered about, and sometimes seemingly self-contradictory over time, but it is present.

So, what we have seems less about the game, and more about how we have learned to present games.
 

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