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How to design a game where players don't seek to min-max
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<blockquote data-quote="System Ufera" data-source="post: 6474727" data-attributes="member: 6671268"><p>Um... Well, the thing is, the core system itself is mostly unwritten in any official format. I admit, I should have written down the system's core mechanics itself a long time ago, but I haven't. It's mostly in my head, and for the most part I've been teaching my players through example, showing them how things work as the situations arise. Ah... perhaps that is one of the sources of this problem, as I've seen it? Anyway... here's a basic idea of how my system works:</p><p></p><p>The system itself relies on what I call a "modified percentile roll" for determining success. That is, it has all the defining elements of a percentile roll system: for any given task, you have a number (called your character's "Talent" in my game) derived from your character's stats, and in order to succeed on that task, you must roll below that number on a set of percentile dice. The "modified" aspect of this system comes in two parts. First, there's the already-stated fact that the Talent is derived from not one but two attributes, or an attribute and a skill. Second, there's the introduction of a "Difficulty," a number derived from difficult circumstances and/or any opposition to your success, which you must also roll <em>above</em>.</p><p></p><p>Assuming a success, the degree of success is then determined by exactly what is being done, or what is being used to do it. Most damaging abilities have a Damage Die assigned to them; this is usually dependent on either the weapon used (for attacks), or the damage die of the ability itself (i.e., which spell is used, or something like that). Any ability with a damage die is going to calculate its damage according to the following formula, called a Damage Function:</p><p></p><p>[ ( 1/2 x the Primary Statistic Modifier ) x ( Die Size ) ] + [ (Secondary Statistic Modifier) + (Additional bonuses) ]</p><p></p><p>For example, say you're attacking with a longsword, which is a large blade. The Primary Statistic Modifier for Large Blades is Strength, the Secondary Statistic Modifier for Large Blades is Agility, and the die size for a Longsword is 1d6. Assuming your character has a Strength of 30 and an Agility of 25, and assuming that there are no additional bonuses, this means that on a hit, you would deal 3d6 +5 Damage.</p><p></p><p>Other abilities may have a much simpler static die to determine success. This includes things such as Knockback, which, by default, on success, allows you to push a target 1d3 squares away from your character. Still other tasks don't measure the degree of success by how well you do, but by how long it takes you to do it, and sometimes how many resources you use to do it. This includes things such as making items, which would require multiple successes of various types to create the finished product.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6474727, member: 6671268"] Um... Well, the thing is, the core system itself is mostly unwritten in any official format. I admit, I should have written down the system's core mechanics itself a long time ago, but I haven't. It's mostly in my head, and for the most part I've been teaching my players through example, showing them how things work as the situations arise. Ah... perhaps that is one of the sources of this problem, as I've seen it? Anyway... here's a basic idea of how my system works: The system itself relies on what I call a "modified percentile roll" for determining success. That is, it has all the defining elements of a percentile roll system: for any given task, you have a number (called your character's "Talent" in my game) derived from your character's stats, and in order to succeed on that task, you must roll below that number on a set of percentile dice. The "modified" aspect of this system comes in two parts. First, there's the already-stated fact that the Talent is derived from not one but two attributes, or an attribute and a skill. Second, there's the introduction of a "Difficulty," a number derived from difficult circumstances and/or any opposition to your success, which you must also roll [I]above[/I]. Assuming a success, the degree of success is then determined by exactly what is being done, or what is being used to do it. Most damaging abilities have a Damage Die assigned to them; this is usually dependent on either the weapon used (for attacks), or the damage die of the ability itself (i.e., which spell is used, or something like that). Any ability with a damage die is going to calculate its damage according to the following formula, called a Damage Function: [ ( 1/2 x the Primary Statistic Modifier ) x ( Die Size ) ] + [ (Secondary Statistic Modifier) + (Additional bonuses) ] For example, say you're attacking with a longsword, which is a large blade. The Primary Statistic Modifier for Large Blades is Strength, the Secondary Statistic Modifier for Large Blades is Agility, and the die size for a Longsword is 1d6. Assuming your character has a Strength of 30 and an Agility of 25, and assuming that there are no additional bonuses, this means that on a hit, you would deal 3d6 +5 Damage. Other abilities may have a much simpler static die to determine success. This includes things such as Knockback, which, by default, on success, allows you to push a target 1d3 squares away from your character. Still other tasks don't measure the degree of success by how well you do, but by how long it takes you to do it, and sometimes how many resources you use to do it. This includes things such as making items, which would require multiple successes of various types to create the finished product. [/QUOTE]
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