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
Grimm - Fantasy Flight - predestination?
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="jedijon" data-source="post: 6692058" data-attributes="member: 49099"><p>Grimm RPG by Fantasy Flight has a dice mechanic that is designed [explicitly stated in the rulebook] to generate normal results most of the time. They want to avoid a character being able to lift a freight train one turn but fail to move a chair the following turn...</p><p></p><p></p><p>Here's how it works, if you make a check using your lvl3 skill; your result...</p><ul> <li data-xf-list-type="ul">will remain lvl3 if you roll a 2 through 5</li> <li data-xf-list-type="ul">will be lvl2 if you roll a 1</li> <li data-xf-list-type="ul">will be lvl4 if you roll a 6*</li> <li data-xf-list-type="ul">*and you can keep rolling to increase your level IF YOU KEEP getting a 6 otherwise you stop there</li> </ul><p></p><p>Pretend you have a group of adventurers who come across an enchanted plate of cookies which, if they eat them, will result in them becoming bloated and floating up to the ceiling. The difficult of this willpower [called "pluck" in Grimm] check is lvl3. The pluck lvl of these characters is 1, 3, 3, 4. So 2 characters have an 83% shot at being okay, one character has a 100% shot at being okay [you can only lose ONE level] and the final character with the lowly score of lvl1...has a 3% chance to pass this test.</p><p></p><p>Now, there's still SOME uncertainty to your rolls in this system. But basically - if you're 1 or more levels over the required level you can't fail, and if you're more than 1 level below the required level you are going to fail. I like the simplicity of the system. You know what happened when you see what you rolled. At least if the GM is announcing the difficulty level prior to the check. You COULD get the same psychological effect in a d20 game by announcing the difficulty level prior to the roll, in which case the only difference is the math goes well beyond 6...</p><p></p><p>Has anybody actually played Grimm? I've just read the rulebook. Initially I was impressed with the "linear d6" mechanic, but now it looks like absolute predestination. If I write an adventure using this system I need to have my character's sheets in front of me and figure out what they can, will, should fail and which challenges they're going to HAVE to work together to have any chance at succeeding and/or which specific character is going to be responsible for each action. It feels like "okay Player A is going to break open this door because only he can do it, Player B will talk down the pixie on the other side from jumping out the window because only they have a high enough social stat, and Player C has the sword so they're the only person who can beat the lvl DC for cutting through the bars of the owl's cage - I guess I'll set a low DC for the next challenge so that anybody can autopass it and feel good about showing up..."</p><p></p><p>FYI - this is all geared toward finding a system mechanic that's easy enough I won't have to keep explaining it to my kids [aged 4, 7] during the game and which can handle both checks and opposed rolls as well as a minimal amount of combat. I think I'll be writing my own d6 die pool mechanic until they can d20 on their own [requiring both ability & inclination].</p></blockquote><p></p>
[QUOTE="jedijon, post: 6692058, member: 49099"] Grimm RPG by Fantasy Flight has a dice mechanic that is designed [explicitly stated in the rulebook] to generate normal results most of the time. They want to avoid a character being able to lift a freight train one turn but fail to move a chair the following turn... Here's how it works, if you make a check using your lvl3 skill; your result... [LIST] [*]will remain lvl3 if you roll a 2 through 5 [*]will be lvl2 if you roll a 1 [*]will be lvl4 if you roll a 6* [*]*and you can keep rolling to increase your level IF YOU KEEP getting a 6 otherwise you stop there [/LIST] Pretend you have a group of adventurers who come across an enchanted plate of cookies which, if they eat them, will result in them becoming bloated and floating up to the ceiling. The difficult of this willpower [called "pluck" in Grimm] check is lvl3. The pluck lvl of these characters is 1, 3, 3, 4. So 2 characters have an 83% shot at being okay, one character has a 100% shot at being okay [you can only lose ONE level] and the final character with the lowly score of lvl1...has a 3% chance to pass this test. Now, there's still SOME uncertainty to your rolls in this system. But basically - if you're 1 or more levels over the required level you can't fail, and if you're more than 1 level below the required level you are going to fail. I like the simplicity of the system. You know what happened when you see what you rolled. At least if the GM is announcing the difficulty level prior to the check. You COULD get the same psychological effect in a d20 game by announcing the difficulty level prior to the roll, in which case the only difference is the math goes well beyond 6... Has anybody actually played Grimm? I've just read the rulebook. Initially I was impressed with the "linear d6" mechanic, but now it looks like absolute predestination. If I write an adventure using this system I need to have my character's sheets in front of me and figure out what they can, will, should fail and which challenges they're going to HAVE to work together to have any chance at succeeding and/or which specific character is going to be responsible for each action. It feels like "okay Player A is going to break open this door because only he can do it, Player B will talk down the pixie on the other side from jumping out the window because only they have a high enough social stat, and Player C has the sword so they're the only person who can beat the lvl DC for cutting through the bars of the owl's cage - I guess I'll set a low DC for the next challenge so that anybody can autopass it and feel good about showing up..." FYI - this is all geared toward finding a system mechanic that's easy enough I won't have to keep explaining it to my kids [aged 4, 7] during the game and which can handle both checks and opposed rolls as well as a minimal amount of combat. I think I'll be writing my own d6 die pool mechanic until they can d20 on their own [requiring both ability & inclination]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Grimm - Fantasy Flight - predestination?
Top