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Open Game License: P&P, the modular, free-to-all, RPG
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<blockquote data-quote="Dethklok" data-source="post: 6130550" data-attributes="member: 6746469"><p>I do like the general mechanic, especially since it creates a mild probability curse (not as close to Gaussian as 3dX, but still favors the mean more than 1dX). But numbers get a bit high, there. Why not d10 vs d10 or d6 vs d6?</p><p></p><p></p><p>Mmm... Not very evocative names, and doesn't offer much differentiation between characters. I've played games with only 3 attributes, but I like being able to read off what a character is like by checking the stats, and high Physical, Low Mental, high Metaphysical doesn't do much to help me along.</p><p></p><p></p><p><em>Ah, so you know the secret as well!</em></p><p></p><p></p><p>Eh. I'm a 4th level high Physical, Low Mental, high Metaphysical character isn't much goodness.</p><p></p><p></p><p>This strikes me as redundant. It seems to me that the virtue of levels is that they allow very rapid, broad-brush development of a character. (I realize that D&D used levels primarily to provide a "level up" thrill and give a sort of in game level pride, but that doesn't mean this is a laudable model to follow.)</p><p></p><p></p><p>OK...</p><p></p><p></p><p>Again, not very evocative, and feels redundant with leveling. This mechanic also compromises the pristine essence of your resisted d20 roll. Maybe it's fun - I can imagine that having a special hero die might be - but now you definitely need more than common d6 and d20 to play.</p><p></p><p></p><p>Fine...</p><p></p><p></p><p>I realize this is popular, but as a GM, if I'm calling for a roll at all, it's usually because there's some interesting or anxiety-provoking risk of failure. This mechanic means that the 3-in-20-chance-of-death-every-time-you-cross-this-rope-bridge doesn't work anymore.</p><p></p><p></p><p>I've found that this kind of thing doesn't work well, particularly for beginners. Usually the first time someone approaches your game, they'll need things well fleshed out, because they won't even know what choices are meaningful. Moreover, game balance is a real problem even in well playtested games. You may be going for a generic system, but aren't some skills nearly universal, such as literacy, run, dodge, subterfuge, or spot hidden?</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6130550, member: 6746469"] I do like the general mechanic, especially since it creates a mild probability curse (not as close to Gaussian as 3dX, but still favors the mean more than 1dX). But numbers get a bit high, there. Why not d10 vs d10 or d6 vs d6? Mmm... Not very evocative names, and doesn't offer much differentiation between characters. I've played games with only 3 attributes, but I like being able to read off what a character is like by checking the stats, and high Physical, Low Mental, high Metaphysical doesn't do much to help me along. [I]Ah, so you know the secret as well![/I] Eh. I'm a 4th level high Physical, Low Mental, high Metaphysical character isn't much goodness. This strikes me as redundant. It seems to me that the virtue of levels is that they allow very rapid, broad-brush development of a character. (I realize that D&D used levels primarily to provide a "level up" thrill and give a sort of in game level pride, but that doesn't mean this is a laudable model to follow.) OK... Again, not very evocative, and feels redundant with leveling. This mechanic also compromises the pristine essence of your resisted d20 roll. Maybe it's fun - I can imagine that having a special hero die might be - but now you definitely need more than common d6 and d20 to play. Fine... I realize this is popular, but as a GM, if I'm calling for a roll at all, it's usually because there's some interesting or anxiety-provoking risk of failure. This mechanic means that the 3-in-20-chance-of-death-every-time-you-cross-this-rope-bridge doesn't work anymore. I've found that this kind of thing doesn't work well, particularly for beginners. Usually the first time someone approaches your game, they'll need things well fleshed out, because they won't even know what choices are meaningful. Moreover, game balance is a real problem even in well playtested games. You may be going for a generic system, but aren't some skills nearly universal, such as literacy, run, dodge, subterfuge, or spot hidden? [/QUOTE]
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