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*TTRPGs General
Designing my own system; how to work the imposition of "fear" effects?
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<blockquote data-quote="System Ufera" data-source="post: 6555888" data-attributes="member: 6671268"><p>Unfortunately, the way my system works would make it hard, if not impossible, to implement a "variance" mechanic based on distance from success/failure on the roll. It's a modified percentile system, with a number you have to roll below (your character's ability) AND a number you have to roll above (the difficulty of the task). Basically, if you succeed, the farther you get from one, the closer you get to another. As such, variance is primarily handled by other rolls, such as damage rolls; fear could work in a similar way, but that's the alternative system I was talking about, where there would be too many things to keep track of. Your previous suggestion, about certain fear effects having a set amount of fear that they cause, sounds like it would certainly improve on that in terms of simplicity; so far, that seems like the best option.</p><p></p><p></p><p></p><p>I'm not sure I understand the second option you're proposing; first you're saying that subtle hints could be given, but then you're talking about defined mechanical effects... could you please clarify what you mean?</p><p></p><p>Your other suggestions don't feel like they would fit what I want for my game. Personally, I think it's too subjective, and as a person who tries to be as objective as possible, I don't think I would want to play a game that relied on such a mechanic. My game, as it is designed, reflects that mindset; even the flavor of the setting operates on a set of laws that govern how things work (even magic has to obey the setting's laws of physics, for example). Of course, I understand that some people might not like that, and I could try to allow for more subjectivity, but if I did that, I'd be going into territory that my brain is not "wired" to understand, and I think that that would diminish the quality of the end product.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6555888, member: 6671268"] Unfortunately, the way my system works would make it hard, if not impossible, to implement a "variance" mechanic based on distance from success/failure on the roll. It's a modified percentile system, with a number you have to roll below (your character's ability) AND a number you have to roll above (the difficulty of the task). Basically, if you succeed, the farther you get from one, the closer you get to another. As such, variance is primarily handled by other rolls, such as damage rolls; fear could work in a similar way, but that's the alternative system I was talking about, where there would be too many things to keep track of. Your previous suggestion, about certain fear effects having a set amount of fear that they cause, sounds like it would certainly improve on that in terms of simplicity; so far, that seems like the best option. I'm not sure I understand the second option you're proposing; first you're saying that subtle hints could be given, but then you're talking about defined mechanical effects... could you please clarify what you mean? Your other suggestions don't feel like they would fit what I want for my game. Personally, I think it's too subjective, and as a person who tries to be as objective as possible, I don't think I would want to play a game that relied on such a mechanic. My game, as it is designed, reflects that mindset; even the flavor of the setting operates on a set of laws that govern how things work (even magic has to obey the setting's laws of physics, for example). Of course, I understand that some people might not like that, and I could try to allow for more subjectivity, but if I did that, I'd be going into territory that my brain is not "wired" to understand, and I think that that would diminish the quality of the end product. [/QUOTE]
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Designing my own system; how to work the imposition of "fear" effects?
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