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Creating moves using the generic d20 method
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<blockquote data-quote="clearstream" data-source="post: 8791660" data-attributes="member: 71699"><p>It's helpful to have that reference point. What I want to find are where the "natural" or highest utility thresholds fall. Taking a look now at Talislanta 4th ed, the action table presents this index -</p><p></p><p><strong>0 or less</strong> = Mishap</p><p><strong>1-5 </strong>= Failure</p><p><strong>6-10</strong> = Partial success (reduced effect, rather than effect with a hitch)</p><p><strong>11-19 </strong>= Full success</p><p><strong>20 or more</strong> = Critical success</p><p></p><p>Mine is slightly different, and I think there might be some tweaks I can make from knowing the design choices in Talislanta. I currently have this index -</p><p></p><p><strong>Natural 1</strong> = Mishap</p><p><strong>4 or less </strong>= Failure with consequences (costs or losses)</p><p><strong>5-9</strong> = Success with complication (a hitch in the plan)</p><p><strong>10 or more </strong>= Full success</p><p><strong>Natural 20</strong> = Critical success</p><p></p><p>I consciously avoid plain failure as it could imply no change to the game state which I think can have low utility for play. That said, it's likely (speaking without having played Talislanta) that in practice costs are paid for the failure. When it comes to mitigated-successes, I prefer to add a hitch than reduce effect... although I suppose a hitch could well be reduced effect.</p><p></p><p>In play, one impactful difference is that between looking for results below-0 / above-19 versus looking for natural 1s and 20s. Say I have a net +2 on the check? It's impossible for me to have a mishap, and I make a critical success on three numbers (18-20). 15% of my rolls are exceptional, and they can only be exceptionally good. That can also go the other way. I find at the table players always look for special narration when they see a nat-1 or nat-20, so I favour giving those rolls special impact. I've nothing against the above/below approach though... it just has a different set of virtues.</p><p></p><p>Another difference might be found in the expected modifiers. It looks like Talislanta uses a difficulty modifier range of normally +10 to –10 (but can be greater,) and it looks like ability modifiers are in the range +10 to –10. Skill modifiers start in the range +0 to +5 and look like they can go up to +40. With the thresholds as I have them I would suggest difficulty modifiers +5 to –20. Ability modifiers +5 to –5. And skill modifiers +0 to +10. In play, Talislanta looks to have potentially much wider gaps in net modifiers for actions being attempted.</p><p></p><p>There's something to learn from Talislanta, and it's fantastic to see a published game with d20-indexed graded outcomes. I think one of the real misses in 5th ed D&D (and unlikely to be changed) is to continue with a "sliding" index. It puts the system a bit behind contemporary RPG tech.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8791660, member: 71699"] It's helpful to have that reference point. What I want to find are where the "natural" or highest utility thresholds fall. Taking a look now at Talislanta 4th ed, the action table presents this index - [B]0 or less[/B] = Mishap [B]1-5 [/B]= Failure [B]6-10[/B] = Partial success (reduced effect, rather than effect with a hitch) [B]11-19 [/B]= Full success [B]20 or more[/B] = Critical success Mine is slightly different, and I think there might be some tweaks I can make from knowing the design choices in Talislanta. I currently have this index - [B]Natural 1[/B] = Mishap [B]4 or less [/B]= Failure with consequences (costs or losses) [B]5-9[/B] = Success with complication (a hitch in the plan) [B]10 or more [/B]= Full success [B]Natural 20[/B] = Critical success I consciously avoid plain failure as it could imply no change to the game state which I think can have low utility for play. That said, it's likely (speaking without having played Talislanta) that in practice costs are paid for the failure. When it comes to mitigated-successes, I prefer to add a hitch than reduce effect... although I suppose a hitch could well be reduced effect. In play, one impactful difference is that between looking for results below-0 / above-19 versus looking for natural 1s and 20s. Say I have a net +2 on the check? It's impossible for me to have a mishap, and I make a critical success on three numbers (18-20). 15% of my rolls are exceptional, and they can only be exceptionally good. That can also go the other way. I find at the table players always look for special narration when they see a nat-1 or nat-20, so I favour giving those rolls special impact. I've nothing against the above/below approach though... it just has a different set of virtues. Another difference might be found in the expected modifiers. It looks like Talislanta uses a difficulty modifier range of normally +10 to –10 (but can be greater,) and it looks like ability modifiers are in the range +10 to –10. Skill modifiers start in the range +0 to +5 and look like they can go up to +40. With the thresholds as I have them I would suggest difficulty modifiers +5 to –20. Ability modifiers +5 to –5. And skill modifiers +0 to +10. In play, Talislanta looks to have potentially much wider gaps in net modifiers for actions being attempted. There's something to learn from Talislanta, and it's fantastic to see a published game with d20-indexed graded outcomes. I think one of the real misses in 5th ed D&D (and unlikely to be changed) is to continue with a "sliding" index. It puts the system a bit behind contemporary RPG tech. [/QUOTE]
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