Scale of RPG mechanics


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Impeesa said:
I think another word you're looking for is 'granularity' - the level of precision.

Yes, that is a good word. :)

For example, White Wolf's games have a very low granularity - the entire spectrum of human capability is basically rated from 0-5 dots. At the other end is Rolemaster, which uses a system similar in concept to d20 but with a d100 as the basis. I think D&D is pretty good in that respect - maybe slightly too low, but it's hard to scale it up with the dice we have without jumping straight to the percentile system (which is more precision than we need, really).

It would not be that hard to scale up. You could have a d40 system - or more accurately I should say a 2d20 system. Apart from greater granularity, another advantage would be that rolls of 2d20 produce a bell curve. :)
 

So, what about your preferred level of randomness (the size and number of dice thrown compared to the size of mean modifiers, stats, skills, bonuses, etc)?

Also, what is your preferred level of variation in stats/modifiers/skills/etc in terms spread and of deviation from the mean?
 

MoogleEmpMog said:
Generally, I don't see the need for higher-than-low-double-digits accuracy in an RPG. Does it really matter if your barbarian can jump a 20 ft. chasm but not a 21 ft. chasm? I doubt it. 19'3" but not 19'4"? One certainly hopes not!

I prefer mechanics to be as simple and easy to use as they possibly can be to achieve the desired effect, and smaller numbers can do that.

However, I do have one serious caveat about that: playing, as I like to, in a 100- or 255-level system, rather than 20-level, the numbers have to be scalable. Which usually involves larger numbers. In that case, of course, other aspects can be simplified to speed play.

Why do you like a 255 level system? It just seems like a strange number to choose (though I suppose it is a one of the more important binary numbers 256-1, so I can see why it could be a good number to choose in computer RPGs).
 



Roman said:
Also, how much randomness do you like in a system?

That's a really good question.

I guess these days I tend to be leaning towards less randomness rather than more. But what I really want is for the randomness to be scaled to the task at hand.

Most tasks/situations have none: Your stat alone determines your level of success. Some tasks/situations have low randomness: Your stat plays the dominating role, but luck has a factor as well. A few tasks/situations have high randomness: Your stat & luck play roughly equal roles in influencing the outcome.

Here's one--very rough--way of doing something like that: Take 10 (no roll) handles the first case. Mid20 or 3d6 rolls are used for the second case--mainly skill checks. Regular d20 rolls are used for the third case--mainly combat.

I know there's someone out there who runs TFT like that. (Substituting d20 for combat in place of the usual 3d6.)

Another case of being able to vary the randomness by the situation is Fudge. Instead of using the standard 4dF, you can use just 2dF or 6dF.

BTW, another curved substitute for d20: 4d6, read 6s as zeros.
 

With 3d6, the bell curve is a little TOO out of whack ... the jump from 13- to 14- is huge ... and once you hit 15-, there's almost no chance of failure.

But rolling 4dx is too much math in the heat of action.

d20, on the other hand, is a little more random than I like ... you're just as likely to get abject failure (1) as you are spectacular success (20).

d100 is not as granular as people think it is ... it's basically d10 with variations, and as such actually has LESS range than d20.

I wonder how 3d8 would work...

-The Gneech :cool:
 


Roman said:
What is dF? I have never heard of such dice.
dF are fudge dice. Normal 6 sided cubes with 2 pluses, 2 minuses and 2 blank sides. You get a range from -4 to +4 on 4dF with an average of 0. They are used in the Fudge RPG (google it), a generic system where just about all rules are optional.

If you really want to learn about RPG design I suggest going to the forge and reading thousands of messages where the care and feeding of RPG design has been discussed for over a decade.
 

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