RangerWickett
Legend
I want a mechanic to handle people playing chess. The way I'm doing this is Knowledge (nobility and royalty) checks. Now, I have a couple ways of going about this. Combine one possibility each from (1, 2), (I, II), and (A, B). Which option do you think is best? Which option do you think would work for the greatest array of competitions (races, basketball games, battles of wits, etc.)?
1. Opposed checks. The winner gets a 'success.' Once one person has 8 successes more than his opponent, he wins.
2. Direct checks. Each round, the two players make checks against DC 10. If you succeed, you get a 'success,' and you still need 8 more than your opponent to win, but here a success implies "played competently," rather than "played better than opponent."
I. Lots of numbers. Each time you succeed, you just add it to your running tally of successes. This might result in a long match ending with you have 32 successes, and your opponent having 24.
II. 'The arm wrestling version.' This only works with the opposed checks option above. If you win, if your opponent has any successes, you instead reduce his successes by 1. Basically you see-saw around 0 successes, and in order to win you have to keep your opponent at 0 successes.
A. Simple. Each time you beat your opponent, you get one success.
B. Scaling. For every 10 points you beat your opponent by, you get an additional success. This lets the more skilled player win faster.
1. Opposed checks. The winner gets a 'success.' Once one person has 8 successes more than his opponent, he wins.
2. Direct checks. Each round, the two players make checks against DC 10. If you succeed, you get a 'success,' and you still need 8 more than your opponent to win, but here a success implies "played competently," rather than "played better than opponent."
I. Lots of numbers. Each time you succeed, you just add it to your running tally of successes. This might result in a long match ending with you have 32 successes, and your opponent having 24.
II. 'The arm wrestling version.' This only works with the opposed checks option above. If you win, if your opponent has any successes, you instead reduce his successes by 1. Basically you see-saw around 0 successes, and in order to win you have to keep your opponent at 0 successes.
A. Simple. Each time you beat your opponent, you get one success.
B. Scaling. For every 10 points you beat your opponent by, you get an additional success. This lets the more skilled player win faster.