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Grimm - Fantasy Flight - predestination?
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<blockquote data-quote="jedijon" data-source="post: 6693346" data-attributes="member: 49099"><p>I'd like to hear more about SIPS Celebrim.</p><p></p><p>It seems like we've sorta wrapped up talking about how frustrating it is to know exactly what you can accomplish and although your abilities are capped effectively at +1lvl...the 'Dumb & Dumber' in you is still "saying there's a chance"...because of course you COULD roll infinite 6s.</p><p></p><p>It's a mechanic that's really just talking out of both sides of its mouth. I thought a lot about D&D5E and their mechanical desire to "make low level threats relevant to high level players" and what that means. I think that and Grimm's linear [read flat] d6 are struggling with the same thing. This isn't the place to go on about my thoughts on what story relevant those 5E mechanics have. To return to Grimm for just a moment longer, it's the shape of the bell curve. If 5E wanted to both narrow and flatten the curve, that's great. Grimm has an ultra narrow curve, it's not really a bell curve at all.</p><p></p><p>This game is granular +/-1. You could have the same fun with a fudge dice. The designers tell you they don't like the story implications of results that are incredibly high and incredibly low from the same source [your character's the bomb one turn and whiffs the next] but they LEFT IN the ability for your character to really really rock...just so infrequently as to never matter to your own story. Why? What they wanted to do was give you a -1 [20%], a +0 [40%], a +1 [20%], a +2 [10%], & a +3 [10%] or something like that. A more complicated roll substitution with a d10 would've done it. Albeit with an ugly chart. Instead we've got -1 [17%], +0 [66%], +1 [14%], +2 [3%], +3 [0.5%], +4 [0.00whatever%], +5 [0.o0you'reamasochist<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />%]....Yikes!</p><p></p><p>There's a couple recent threads about gaming with kids that are really cool and have some legs:</p><p><a href="http://www.enworld.org/forum/showthread.php?413601-Gaming-for-Kids" target="_blank">http://www.enworld.org/forum/showthread.php?413601-Gaming-for-Kids</a></p><p><a href="http://www.enworld.org/forum/showthread.php?364748-5e-with-Young-Kids" target="_blank">http://www.enworld.org/forum/showthread.php?364748-5e-with-Young-Kids</a></p><p></p><p>For those who are more into "how should we game with kids" than "can Grimm's mechanic work/excite" maybe I'll see you around in one of those. I might even start my own "Gaming with Kids: Mechanics".</p><p></p><p>Tomorrow is game day. I'm adapting a dragon module [3E] for use in a homebrew system that is a d6 dice pool. It doesn't require math or reading.</p><p></p><p>There 5 stats that are indicated by an ICON, Might, Speed, Smarts, Heart, and Luck. Players get two pools of 3d6 and two of 4d6. They assign those to a stat other than luck. Their luck stat is 2.</p><p></p><p>If you want to bust a door, make a Might check--the GM will tell the difficulty [# of successes required] and if need be modify the target [default is a 4+].</p><p></p><p>Modifying the pool size is MAJOR, visible to players by default [since they can see their sheet] and should only accompany outstanding preparation for an event [think 1 fight] or lack thereof [setting an ambush vs. rushing in way outnumbered] and is almost always temporary. Changing the difficulty is MEDIUM and based on what the player says they want to do, something easy or 10 hard things simultaneously...and may or may not be visible to players. Changing the target is MINOR and based on the situation the character is in, sick/poisoned, blessed, etc. and also visible to players.</p><p></p><p>At the start of each gaming session the character gets a # of luck dice equal to their stat. This is a "roll under" value, so pick when you want to spend one and then less than or equal to their luck stat gains you +1 success on this roll. You can spend after seeing the results. Once spent they don't come back [unless you're awesome!] till next session. Will probably do critical fumble = all 1s, and critical success = 3 of a kind that are themselves successes. Suffice it to say that the math is just a touch more granular than I'd like [a 1 step shift in either pool/difficulty/target has a big effect], but that could be fixed by going d10 if it becomes worth the benefit [longer to check dice, they skitter farther on the table]. But - at least everything points in the right direction. My kids won't be running the stats on this...but I like to know that more accomplished characters [bigger pool] are less affected by negative modifiers and have lower variability in their results - plus the proposed critical miss/hit mechanics both provide proportional results to better characters. Luck mechanic is wonky and opposite of the other "roll high" parts but it and the "find a triple" are the best I got. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And that's it! Whew! Simple? We'll see! Wish me luck.</p></blockquote><p></p>
[QUOTE="jedijon, post: 6693346, member: 49099"] I'd like to hear more about SIPS Celebrim. It seems like we've sorta wrapped up talking about how frustrating it is to know exactly what you can accomplish and although your abilities are capped effectively at +1lvl...the 'Dumb & Dumber' in you is still "saying there's a chance"...because of course you COULD roll infinite 6s. It's a mechanic that's really just talking out of both sides of its mouth. I thought a lot about D&D5E and their mechanical desire to "make low level threats relevant to high level players" and what that means. I think that and Grimm's linear [read flat] d6 are struggling with the same thing. This isn't the place to go on about my thoughts on what story relevant those 5E mechanics have. To return to Grimm for just a moment longer, it's the shape of the bell curve. If 5E wanted to both narrow and flatten the curve, that's great. Grimm has an ultra narrow curve, it's not really a bell curve at all. This game is granular +/-1. You could have the same fun with a fudge dice. The designers tell you they don't like the story implications of results that are incredibly high and incredibly low from the same source [your character's the bomb one turn and whiffs the next] but they LEFT IN the ability for your character to really really rock...just so infrequently as to never matter to your own story. Why? What they wanted to do was give you a -1 [20%], a +0 [40%], a +1 [20%], a +2 [10%], & a +3 [10%] or something like that. A more complicated roll substitution with a d10 would've done it. Albeit with an ugly chart. Instead we've got -1 [17%], +0 [66%], +1 [14%], +2 [3%], +3 [0.5%], +4 [0.00whatever%], +5 [0.o0you'reamasochist:-)%]....Yikes! There's a couple recent threads about gaming with kids that are really cool and have some legs: [url]http://www.enworld.org/forum/showthread.php?413601-Gaming-for-Kids[/url] [url]http://www.enworld.org/forum/showthread.php?364748-5e-with-Young-Kids[/url] For those who are more into "how should we game with kids" than "can Grimm's mechanic work/excite" maybe I'll see you around in one of those. I might even start my own "Gaming with Kids: Mechanics". Tomorrow is game day. I'm adapting a dragon module [3E] for use in a homebrew system that is a d6 dice pool. It doesn't require math or reading. There 5 stats that are indicated by an ICON, Might, Speed, Smarts, Heart, and Luck. Players get two pools of 3d6 and two of 4d6. They assign those to a stat other than luck. Their luck stat is 2. If you want to bust a door, make a Might check--the GM will tell the difficulty [# of successes required] and if need be modify the target [default is a 4+]. Modifying the pool size is MAJOR, visible to players by default [since they can see their sheet] and should only accompany outstanding preparation for an event [think 1 fight] or lack thereof [setting an ambush vs. rushing in way outnumbered] and is almost always temporary. Changing the difficulty is MEDIUM and based on what the player says they want to do, something easy or 10 hard things simultaneously...and may or may not be visible to players. Changing the target is MINOR and based on the situation the character is in, sick/poisoned, blessed, etc. and also visible to players. At the start of each gaming session the character gets a # of luck dice equal to their stat. This is a "roll under" value, so pick when you want to spend one and then less than or equal to their luck stat gains you +1 success on this roll. You can spend after seeing the results. Once spent they don't come back [unless you're awesome!] till next session. Will probably do critical fumble = all 1s, and critical success = 3 of a kind that are themselves successes. Suffice it to say that the math is just a touch more granular than I'd like [a 1 step shift in either pool/difficulty/target has a big effect], but that could be fixed by going d10 if it becomes worth the benefit [longer to check dice, they skitter farther on the table]. But - at least everything points in the right direction. My kids won't be running the stats on this...but I like to know that more accomplished characters [bigger pool] are less affected by negative modifiers and have lower variability in their results - plus the proposed critical miss/hit mechanics both provide proportional results to better characters. Luck mechanic is wonky and opposite of the other "roll high" parts but it and the "find a triple" are the best I got. :) And that's it! Whew! Simple? We'll see! Wish me luck. [/QUOTE]
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