Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A boardgamey RPG
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5019759" data-attributes="member: 710"><p>The challenge in devising such a system is to create something that makes it more than a mix of "get the best available value in one numeric attribute relevant to the task" and "random chance". </p><p></p><p>I mean, you can boil down your game system to this. But I think that's not particularly interesting if your major influence on the outcome is set before you even play the game. "Hey, I got a +25 Stealth modifier. I will probably win." </p><p></p><p>The challenge is to have something: "Okay, I can spend my [GAME RESOURCE] on [OPTION I] or on [OPTION II]. If I succeed at [OPTION I], I get [BENEFIT A]. [BENEFIT A] opens up [OPTION III]. If I succed at [OPTION II], I get [BENEFIT B], which opens up [OPTION IV]. [...]" There must be a series of non-trivial decisions that lead to your success (or to your failure) in every instance of your game.</p><p></p><p>That's why most roleplaying games have stuff like "actions per time unit" (Standard/Move/Minor; 2 Simple or 1 Complex), hit points, spell points, spell slots, powers. All these are resources the players in the game spend and try to get the best outcomes with it, predicting the enemies use of resources and denying him the best uses for it. </p><p></p><p>Your card mechanic and the skill value are just the start. Where is the resource you spend, and the resource you risk? Where do I have to thing tactically or strategically? </p><p></p><p>You might already add a strategic component if you say: "Oh, and every character gets a point that allows him to say: "Reshuffle and draw a new card" over a certain amount of time, and a way to gauge the worth of each individual card drawing session. </p><p>The Stealth Challenge is worth <em>n </em>points. Will the challenge that will follow from succeeding the Stealth challenge be worth more or less than that? Will the challenge that will follow from failing the Stealth challenge be worth more or less than that? That's something you might not know, but maybe there are hints. Maybe you don't really count in "points" but what the story goal is and which one you find preferably, if any. Either way, based on this, you have a decision to make - do I spend the reshuffle point now or later. What will yield the biggest benefits? </p><p></p><p>The random chance and the uncertainity about the future make it a gamble - you can't know for certain what is the best course of actions, but a "good" player will make better guesses, be it from experience or noting subtle clues.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5019759, member: 710"] The challenge in devising such a system is to create something that makes it more than a mix of "get the best available value in one numeric attribute relevant to the task" and "random chance". I mean, you can boil down your game system to this. But I think that's not particularly interesting if your major influence on the outcome is set before you even play the game. "Hey, I got a +25 Stealth modifier. I will probably win." The challenge is to have something: "Okay, I can spend my [GAME RESOURCE] on [OPTION I] or on [OPTION II]. If I succeed at [OPTION I], I get [BENEFIT A]. [BENEFIT A] opens up [OPTION III]. If I succed at [OPTION II], I get [BENEFIT B], which opens up [OPTION IV]. [...]" There must be a series of non-trivial decisions that lead to your success (or to your failure) in every instance of your game. That's why most roleplaying games have stuff like "actions per time unit" (Standard/Move/Minor; 2 Simple or 1 Complex), hit points, spell points, spell slots, powers. All these are resources the players in the game spend and try to get the best outcomes with it, predicting the enemies use of resources and denying him the best uses for it. Your card mechanic and the skill value are just the start. Where is the resource you spend, and the resource you risk? Where do I have to thing tactically or strategically? You might already add a strategic component if you say: "Oh, and every character gets a point that allows him to say: "Reshuffle and draw a new card" over a certain amount of time, and a way to gauge the worth of each individual card drawing session. The Stealth Challenge is worth [I]n [/I]points. Will the challenge that will follow from succeeding the Stealth challenge be worth more or less than that? Will the challenge that will follow from failing the Stealth challenge be worth more or less than that? That's something you might not know, but maybe there are hints. Maybe you don't really count in "points" but what the story goal is and which one you find preferably, if any. Either way, based on this, you have a decision to make - do I spend the reshuffle point now or later. What will yield the biggest benefits? The random chance and the uncertainity about the future make it a gamble - you can't know for certain what is the best course of actions, but a "good" player will make better guesses, be it from experience or noting subtle clues. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A boardgamey RPG
Top