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<blockquote data-quote="Barner Cobblewood" data-source="post: 9865464" data-attributes="member: 7052687"><p>Another roll that doesn't produce a bell curve, e.g. players roll 3d6 for success or failure, but on natural 3 or 18 roll another die e.g d8 to add/subtract to their result. D66 etc tables are also linear. This could make some situations "cinematic" and entertaining. In this example about 1% of the situations would be spectacular. Helps create stories for the table to reminisce about.</p><p></p><p>Alternatively the roll could be used to describe an additional "critical" outcome.</p><p></p><p>I like tables because they reassure the table that personal favouritism among players is not driving how the event will affect the N/PCs. They also permit solo playing that can be folded in with table play. </p><p></p><p>Obviously this mechanic is for games developing out of the wargame/d&d tree. I don't have a lot ofexperience with other families of role-playing games, but I think if I wanted to play a "create a story" game at a table the mechanics would be about delimiting and ordering player input.</p></blockquote><p></p>
[QUOTE="Barner Cobblewood, post: 9865464, member: 7052687"] Another roll that doesn't produce a bell curve, e.g. players roll 3d6 for success or failure, but on natural 3 or 18 roll another die e.g d8 to add/subtract to their result. D66 etc tables are also linear. This could make some situations "cinematic" and entertaining. In this example about 1% of the situations would be spectacular. Helps create stories for the table to reminisce about. Alternatively the roll could be used to describe an additional "critical" outcome. I like tables because they reassure the table that personal favouritism among players is not driving how the event will affect the N/PCs. They also permit solo playing that can be folded in with table play. Obviously this mechanic is for games developing out of the wargame/d&d tree. I don't have a lot ofexperience with other families of role-playing games, but I think if I wanted to play a "create a story" game at a table the mechanics would be about delimiting and ordering player input. [/QUOTE]
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