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Meta-Mechanics Worth Stealing

#1: This is a wonderful thread.

#2: I am apparently a shameless shill. ;)

* The Wealth Bonus from d20 Modern: you don't need to track your individual assets, instead you get a bonus that increases with level. Saves on a lot of bookkeeping.

* Character Concepts from FFZ: When making a character, your choice of your first-level feat ties into your character's archetype somehow. For instance, characters who act independent and disloyal gain a feat that improves their saves against being magically compelled.

* The Gates of Planescape: Basically, you stepped through a doorway and were teleported to basically where you need to be. You didn't need to take a long, wearying journey to jump into adventure into some far away land -- it removed the dull "walk for days, random encounter, walk for some more days, now we can get back to the fun part" element from a lot of the game.

* The Ensemble system from FFZ. Characters stay at a base, to which you can return and switch characters. So this week, you play the crafty sneak-thief who goes on the dungeon raid, and next week you play the noble dragoon who quests for his god and country.

* The "Pool" system from Iron Heroes. As you take actions that make sense for the class you've chosen, you gain points, and these points are spent to power your abilities. It's much cooler than an X/day kind of mechanic, because it gives you a way other than "8 hours of rest" to power up your character with.

* The Loot system from FFZ: The monsters you kill give you "loot," items that you can exchange for various awards. These awards are relevant to the monsters you killed, making your experiences shape your character. If you fight a lot of undead, your awards will include things that are good at fighting, controlling, influencing, and dealing with undead, for instance. If you are dealing with a lot of humanoids, your awards will be things that help against humanoids. It really makes the treasure you get mesh up with the type of campaign the GM is running.

* Action Points/Drama Points/Karma/Etc. from Various Games: Everyone loves to add to their die rolls. Giving out points for cool RPing that give you direct bonuses are nice.

* The Speed system from FFZ: Initiative management becomes key. Basically, each roll of initiative gives you points that you can spend on your actions (each action takes a certain number of points). Those with higher points get to act sooner and more often, and if you blow all of your points, you may find yourself vulnerable later.
 

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mmadsen said:
Has anyone put together a lifepath system for D&D? (I assume they have...)

Burning Wheel has this for character creation as well. It's a choice of jobs/roles in your life, and it helps determine your age and stuff like that.
 

Conspiracy of Shadows has a neat mechanic called a Doom Counter. Basically, any player can up their counter by 1 to not have to roll to have something come into play. They have to describe how it adds to their oncoming Doom, however. At a predetermined number (default is 6 I think), that character is now up for death by their Doom. That is, if you want your character to live no matter what, you have to take what the game is giving you. But if you want to change things, you can do so up to a point. After that point, your luck has run out!
 

Any game where the outcome of a roll is dependent on the explicitly stated intent of the player. (Not the number that you roll, but what happens in the game.)
 

Herse said:
Noun/Verb magic system

Briefly, in Ars Magica the magic system is comprised of 15 Arts divided into 5 Techniques and 10 Forms. The Techniques are what one does (verb) and the Forms are the objects one does it to or with (noun). By combining one Technique with one Form you generate spell effects. Characters have skill levels in these Arts. The Arts are named in Latin.

The Techniques are named after the corresponding first-person singular present tense indicative mood Latin verb.

Creo: "I create"
Intellego: "I understand"
Muto: "I change"
Perdo: "I destroy"
Rego: "I rule or control"

The Forms are named after the corresponding singular accusative Latin noun.

Animal: "animal"
Auram: "air"
Aquam: "water"
Corpus: "the (human) body"
Herbam: "plant"
Ignem: "fire"
Imaginem: "image" i.e., senses and perception
Mentem: "mind"
Terram: "earth"
Vim: "pure magic"

Technique + Form makes for a spell. E.g., Creo Ignem creates fire.

Also, you can cast stronger formulaic spells with set effects or weaker spontaneous spells whose effects are invoked on the fly. Awesome stuff.
anyone interested in this should check it out at http://e23.sjgames.com/item.html?id=AG0204 where Ars magics 4th ed is available for free.
 


rycanada said:
I tried something in my campaign that was a HUGE HIT.

Huge.

Anyway, it's an action point mechanic that is totally unambiguous in what it does...

Er, of course a system that gives players gobs of free bonuses would be a huge hit. I can't imagine the players saying "Nah, we dont want all those free bonuses..." :)

Contributions to thread:

FATE's pyramid scheme for skill building. The rules for this are free and easy to find, so I'll leave it at that...

Fantasy Wargaming's (anyone remember this?) Bogey table during character creation. Gives your character interesting quirks, such as "homophobic". Seriously.

Fantasy Wargaming's (yep, again. why did this awfully laid out game have such good ideas?) spell system. Allowed you to build any spell you wanted, from scratch, and have a definate spell difficulty level when you were done. And the range of affects was huge! No spell lists needed, though a sample one was provided. Don't think that sort of detailed Build-your-own-spells system ever been done before, or since.

Fantasy Wargaming's (yeah, again) Clerical Appeal system. Clerics did not cast spells, they requested Miracles through prayers. The chance of success depended on how many times you have asked for help recently, your current Piety rating, and the power of the request. This was cool because it made cleric's generally weaker than the wizards most of times... but with the potential to be REALLY kickass when the moment was right. Also made for clerical magic to be really different that wizardly magic, as it should be.
 
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I've been thinkign from a design perspective of how to make the Lifepath mechanic REALLY hook players into a new game.

My goal is to write up the history for the setting, and then when rolling your lifepath, you roll to see how you were involved in specific major events in the timeline. This way, even newbies will know SOMETHING about the game world just because they rolled up that they were involved in such and such a battle, or witnessed it, or their friend died there, etc.

The other meta-rule I LOVE that hasn't been mentioned so far was Underground's "Changing the World" mechanics.

Of the ones mentioned, the oWoD Nature & Demeanor were great.
 

HellHound said:
My goal is to write up the history for the setting, and then when rolling your lifepath, you roll to see how you were involved in specific major events in the timeline. This way, even newbies will know SOMETHING about the game world just because they rolled up that they were involved in such and such a battle, or witnessed it, or their friend died there, etc.
Yep, that's an excellent way of going about it. :cool:
 

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