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Binary Success vs Multiple Levels of Success
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<blockquote data-quote="dbm" data-source="post: 9631632" data-attributes="member: 8014"><p>I didn’t read the linked article in detail, just skimmed it.</p><p></p><p>Nuanced success systems are a good thing, in my opinion, but they can go too far.</p><p></p><p>Genesys actually has <em>three</em> axis of resolution, as there is success / failure, bane / boon, and triumph / despair (might be misremember the names on that one) which can all happen at the same time from one roll. The best way to use a system like that, in my opinion, is to use it for scene resolution rather than task resolution. It packs so much information into the roll you can get a lot out of it, but the game doesn’t position it like that as I remember and we did indeed find it a heavy load to run. I still think WFRP 3e is the best implementation of the Narrative Dice System (as it is now called) as every skill or ability had a little table of effects you could spend boons etc on and that took away a lot of the need for continual creativity.</p><p></p><p>Single binary rolls for significant things are also pretty poor in my opinion. If resolving a non-combat challenge just falls to a single, binary roll then I find that very unsatisfying. At a minimum I want crit fail / fail / success / crit success on my dice mechanic.</p><p></p><p>Good procedures are actually a better solution than multi-axis dice mechanics in my experience. My favourite system (Savage Worlds) has great procedures for resolving non-combat challenges in a mechanically satisfying way.</p><p></p><p>Think about combat - many systems have a pass / fail on your to-hit roll, but there might be critical on that, and also typically a damage roll which further differentiates one hit from another. A defining quality of most combat systems is the need to hit an enemy multiple times (or hit multiple enemies when facing multiple opponents). So while the mechanic for hitting and damage can be simple you can still have a rewarding experience because the <em>procedure</em> for combat involves multiple rounds with decision points and multiple rolls to ultimately adjudicate success. The amount of damage you take in return is a fairly straightforward measure of how successful you were too - did you breeze through without a scratch or are you a bloody mess at the end of the fight?</p><p></p><p>Savage Worlds Dramatic Task subsystem involves multiple rounds of activity where the players respond to the challenge and game-state the GM puts in front of them. The players can decide what skill they are trying to apply and when they roll they are accruing successes (there is no theoretical limit on the number of successes a roll can generate but one or two is more common, if not zero). Based on the successes gained and the skills used the GM narrates how the scene has changed in response to the player inputs and we go again until the number of rounds is completed. The system is great in play IMO and a challenging Dramatic Task is about as challenging as and mechanically satisfying as a combat in Savage Worlds. Savage Worlds skill roll mechanic has crit fail / fail / success / enhance success (raises) but it is the procedure here that really makes the difference.</p><p></p><p>So, some graduations of skill result is good but don’t go too far. This should be paired with good procedures for the best results.</p></blockquote><p></p>
[QUOTE="dbm, post: 9631632, member: 8014"] I didn’t read the linked article in detail, just skimmed it. Nuanced success systems are a good thing, in my opinion, but they can go too far. Genesys actually has [I]three[/I] axis of resolution, as there is success / failure, bane / boon, and triumph / despair (might be misremember the names on that one) which can all happen at the same time from one roll. The best way to use a system like that, in my opinion, is to use it for scene resolution rather than task resolution. It packs so much information into the roll you can get a lot out of it, but the game doesn’t position it like that as I remember and we did indeed find it a heavy load to run. I still think WFRP 3e is the best implementation of the Narrative Dice System (as it is now called) as every skill or ability had a little table of effects you could spend boons etc on and that took away a lot of the need for continual creativity. Single binary rolls for significant things are also pretty poor in my opinion. If resolving a non-combat challenge just falls to a single, binary roll then I find that very unsatisfying. At a minimum I want crit fail / fail / success / crit success on my dice mechanic. Good procedures are actually a better solution than multi-axis dice mechanics in my experience. My favourite system (Savage Worlds) has great procedures for resolving non-combat challenges in a mechanically satisfying way. Think about combat - many systems have a pass / fail on your to-hit roll, but there might be critical on that, and also typically a damage roll which further differentiates one hit from another. A defining quality of most combat systems is the need to hit an enemy multiple times (or hit multiple enemies when facing multiple opponents). So while the mechanic for hitting and damage can be simple you can still have a rewarding experience because the [I]procedure[/I] for combat involves multiple rounds with decision points and multiple rolls to ultimately adjudicate success. The amount of damage you take in return is a fairly straightforward measure of how successful you were too - did you breeze through without a scratch or are you a bloody mess at the end of the fight? Savage Worlds Dramatic Task subsystem involves multiple rounds of activity where the players respond to the challenge and game-state the GM puts in front of them. The players can decide what skill they are trying to apply and when they roll they are accruing successes (there is no theoretical limit on the number of successes a roll can generate but one or two is more common, if not zero). Based on the successes gained and the skills used the GM narrates how the scene has changed in response to the player inputs and we go again until the number of rounds is completed. The system is great in play IMO and a challenging Dramatic Task is about as challenging as and mechanically satisfying as a combat in Savage Worlds. Savage Worlds skill roll mechanic has crit fail / fail / success / enhance success (raises) but it is the procedure here that really makes the difference. So, some graduations of skill result is good but don’t go too far. This should be paired with good procedures for the best results. [/QUOTE]
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