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General Tabletop Discussion
*TTRPGs General
Comparing dice mechanics and how they affect flavor and style of gameplay
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<blockquote data-quote="amerigoV" data-source="post: 5604588"><p>The focus of the threat seemed to be on the dice themselves, but I find some of the mechanics around the dice to heavily impact flavor and gameplay.</p><p></p><p></p><p></p><p>There is a further factors in Savage Worlds - </p><p>1. Bennies. The player has the option to reroll results on occasion (generally 3 times a session, but that varies wildly depending on soaking wounds and other roleplay factors). The GM has up to 1/PC plus 2 per Wild Card.</p><p></p><p>Deadlands has a variant based on the type of Bennie to roll a d6 and add to the result.</p><p></p><p>2. Being dealt a Joker during initiative gives a blanket +2 to actions (huge in Savage World) that is not generated by anything that the player does, tactical situation, etc.</p><p></p><p>The reason I bring it up is I played a ton of Savage Worlds at Origins and one game of Serenity (Cortex). These two systems look so much alike that people people lump them together, but they are completely different in play. The types of dice you roll and the Advantages/Disadvantages are very similar. The quick difference is that Cortex adds the Attribute die to the Skill Die (so not linear), no exploding dice, and their Plot points either changes the die size before you roll or adds to the result after you roll. </p><p></p><p>I really found the differences in the last two in mechanics (die explosion, how the Bennie/Plot point worked) to have a huge impact on my enjoyment of the system. I soooo wanted to roll a maxed out die or wish I could just reroll the whole thing.</p><p></p><p>I also played a quick AD&D 2e game (a quick romp through ye old Moathouse). I ran a thief and wizard. I know you lumped the d20 mechanics together, but I was rolling all sorts of dice to determine the outcome of my actions - d20 if normal old attack by the thief, a d% if I was trying to sneak or find traps, a d6 if I was looking for secret doors or if someone was surprised, or nothing at all if I was casting a spell. And depending on what I was doing, I might need to roll high (attack) or roll low (swim across the moat). In the end, basically all linear stuff but it did remind me why I drifted from those versions of the game (I had fun in that short game, but I would no play it for any length of time again). And boy did I miss Bennies from SW since we were only 3rd level - a wide Swing factor with no ability to modify it.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5604588"] The focus of the threat seemed to be on the dice themselves, but I find some of the mechanics around the dice to heavily impact flavor and gameplay. There is a further factors in Savage Worlds - 1. Bennies. The player has the option to reroll results on occasion (generally 3 times a session, but that varies wildly depending on soaking wounds and other roleplay factors). The GM has up to 1/PC plus 2 per Wild Card. Deadlands has a variant based on the type of Bennie to roll a d6 and add to the result. 2. Being dealt a Joker during initiative gives a blanket +2 to actions (huge in Savage World) that is not generated by anything that the player does, tactical situation, etc. The reason I bring it up is I played a ton of Savage Worlds at Origins and one game of Serenity (Cortex). These two systems look so much alike that people people lump them together, but they are completely different in play. The types of dice you roll and the Advantages/Disadvantages are very similar. The quick difference is that Cortex adds the Attribute die to the Skill Die (so not linear), no exploding dice, and their Plot points either changes the die size before you roll or adds to the result after you roll. I really found the differences in the last two in mechanics (die explosion, how the Bennie/Plot point worked) to have a huge impact on my enjoyment of the system. I soooo wanted to roll a maxed out die or wish I could just reroll the whole thing. I also played a quick AD&D 2e game (a quick romp through ye old Moathouse). I ran a thief and wizard. I know you lumped the d20 mechanics together, but I was rolling all sorts of dice to determine the outcome of my actions - d20 if normal old attack by the thief, a d% if I was trying to sneak or find traps, a d6 if I was looking for secret doors or if someone was surprised, or nothing at all if I was casting a spell. And depending on what I was doing, I might need to roll high (attack) or roll low (swim across the moat). In the end, basically all linear stuff but it did remind me why I drifted from those versions of the game (I had fun in that short game, but I would no play it for any length of time again). And boy did I miss Bennies from SW since we were only 3rd level - a wide Swing factor with no ability to modify it. [/QUOTE]
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