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<blockquote data-quote="Errant Thinking" data-source="post: 9863733" data-attributes="member: 7054347"><p>I am also making my own system right now and I am striving for</p><p></p><ul> <li data-xf-list-type="ul">minimal computation during play, fast play with good flow</li> <li data-xf-list-type="ul">intuitive and simple character sheet that informs you what you can do and directs roleplaying</li> <li data-xf-list-type="ul">resolution mechanics that enable player choice, has consequences & moves the narrative forward,</li> <li data-xf-list-type="ul">every game action aligns with narrative reasoning</li> </ul><p></p><p>A good core mechanic is one that supports the intended design of the game, and for my intended design, I'm currently looking at a counted dice pool.</p><p></p><p>You start with two dice for every save. The narrative situation sets the difficulty, which is how many successful dice you need to roll to save. Default to needing one of those dice in the pool to roll under a threshold set by the character's relevant attribute. Decrease the difficulty or increase dice by improving your narrative positioning, or increase the dice you roll by spending resources, either a HP/stress or some of your relevant attribute that decreases after the save, thus decreasing odds of success in the future.</p><p></p><p>This has mixed outcomes from the dice pool where you count successes and failures and each state moves the narrative forward. So you can push yourself to try to succeed but in doing so risk some chance of that backfiring worse by straining yourself (there is a bad outcome threshold higher up on the die with less probability, also on your character sheet. Any bad roll means something bad happened, even if you succeeded).</p><p></p><p>Besides the resolution mechanic and the tie to attributes as health and a resource, there is also a slot inventory system like Mausritter that negative conditions can take up slots of your inventory, as narratively makes sense. And there is on character sheet tracking of wounds and their types, ideally as tokens or clear icons so at a glance you know you got cuts, scratches, etc.</p><p></p><p>My focus atm is on the generic character parts for a strong foundation so I can build more specialized things for a game or setting on top of it.</p></blockquote><p></p>
[QUOTE="Errant Thinking, post: 9863733, member: 7054347"] I am also making my own system right now and I am striving for [LIST] [*]minimal computation during play, fast play with good flow [*]intuitive and simple character sheet that informs you what you can do and directs roleplaying [*]resolution mechanics that enable player choice, has consequences & moves the narrative forward, [*]every game action aligns with narrative reasoning [/LIST] A good core mechanic is one that supports the intended design of the game, and for my intended design, I'm currently looking at a counted dice pool. You start with two dice for every save. The narrative situation sets the difficulty, which is how many successful dice you need to roll to save. Default to needing one of those dice in the pool to roll under a threshold set by the character's relevant attribute. Decrease the difficulty or increase dice by improving your narrative positioning, or increase the dice you roll by spending resources, either a HP/stress or some of your relevant attribute that decreases after the save, thus decreasing odds of success in the future. This has mixed outcomes from the dice pool where you count successes and failures and each state moves the narrative forward. So you can push yourself to try to succeed but in doing so risk some chance of that backfiring worse by straining yourself (there is a bad outcome threshold higher up on the die with less probability, also on your character sheet. Any bad roll means something bad happened, even if you succeeded). Besides the resolution mechanic and the tie to attributes as health and a resource, there is also a slot inventory system like Mausritter that negative conditions can take up slots of your inventory, as narratively makes sense. And there is on character sheet tracking of wounds and their types, ideally as tokens or clear icons so at a glance you know you got cuts, scratches, etc. My focus atm is on the generic character parts for a strong foundation so I can build more specialized things for a game or setting on top of it. [/QUOTE]
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