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
Approaches to RPG Design
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="GMMichael" data-source="post: 6581834" data-attributes="member: 6685730"><p>What's a core mechanic? You'll probably have to ask Mike Mearls. I'm pretty sure that he was involved in creating that term for D&D 3. A roleplaying game, if you're doing "top-down" design, is going to need some basic rules that apply to the majority of situations. This makes the game easy to play and understand. Those rules are probably considered "core mechanics."</p><p></p><p>I took the effort to codify my rules, and have 16 of them that provide the foundation for most of the other rules. You can see them under "core rules" here:</p><p><a href="https://modos-rpg.obsidianportal.com/wikis/rules-catalog" target="_blank">https://modos-rpg.obsidianportal.com/wikis/rules-catalog</a></p><p></p><p>I really have three core modules: core, character, and extended conflict. The combat and spellcasting modules are the least "core" of the bunch.</p><p></p><p></p><p>Mechanical feel is a big deal, no? The d20 System is simple, but blunt. The Fantasy AGE system requires more math, but gives more consistent outcomes. WFRP uses icons on the dice to reduce the numerical feel, but you end up doing a different sort of math to see how things turn out.</p><p></p><p>It's probably fair to assume that combat should be fast, and other contests can take longer. When I ran a Skyrim module for my game (see above link), I used some new rules to simulate lockpicking in Skyrim. It wasn't: make a lockpicking check, if it's high enough you pick the lock. It was: make your check, and if you succeed, you make progress toward the attempt. If you fail, you break the pick, and get closer to running out of picks.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6581834, member: 6685730"] What's a core mechanic? You'll probably have to ask Mike Mearls. I'm pretty sure that he was involved in creating that term for D&D 3. A roleplaying game, if you're doing "top-down" design, is going to need some basic rules that apply to the majority of situations. This makes the game easy to play and understand. Those rules are probably considered "core mechanics." I took the effort to codify my rules, and have 16 of them that provide the foundation for most of the other rules. You can see them under "core rules" here: [url]https://modos-rpg.obsidianportal.com/wikis/rules-catalog[/url] I really have three core modules: core, character, and extended conflict. The combat and spellcasting modules are the least "core" of the bunch. Mechanical feel is a big deal, no? The d20 System is simple, but blunt. The Fantasy AGE system requires more math, but gives more consistent outcomes. WFRP uses icons on the dice to reduce the numerical feel, but you end up doing a different sort of math to see how things turn out. It's probably fair to assume that combat should be fast, and other contests can take longer. When I ran a Skyrim module for my game (see above link), I used some new rules to simulate lockpicking in Skyrim. It wasn't: make a lockpicking check, if it's high enough you pick the lock. It was: make your check, and if you succeed, you make progress toward the attempt. If you fail, you break the pick, and get closer to running out of picks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Approaches to RPG Design
Top