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<blockquote data-quote="Sir Brennen" data-source="post: 8579295" data-attributes="member: 553"><p>Which still tells me zip about context and intended use, or even what you're looking for feedback on. You must have some overall vision of the goal of this mechanic, and/or the type of system or game you'd use it in.</p><p></p><p>All you initially presented was: a value Rank (R), a value Level (L), and a die roll mechanic to generate a weighted modifier of -1 to +2 for R based on comparing the individual die rolls to L.</p><p></p><p>A die roll mechanic isn't really worth commenting on unless it has some assigned meaning for your game. Otherwise, it's just asking for comments on a die-rolling math probability exercise as an end unto itself. Again, it's like requesting comments on using a d20 for a game by showing that each number on a d20 represents a cumulative 5%. It's self-evident and not really worthy of discussion without knowing what the die result <em>means or how it's used.</em></p><p></p><p>With further prompting, you filled in some other details: once a Rank is modified by the roll, it's compared to an opponent's Rank to see who "wins". So now we're getting closer to an actual Resolution mechanic. But you don't seem certain even on the specifics of that, e.g., whether it's an opposed roll or against the opponents' static value, or whether a tie represents a loss (for who is another question) or requires a re-roll. This is where the math can shift greatly, and you don't have anything for that.</p><p></p><p>I'd say a Resolution Mechanic would be the smallest systemic "micro-kernel" worth discussing about a WIP game, and you don't have that yet.</p><p></p><p>Based on what you do have so far, here's some issues I see:</p><ol> <li data-xf-list-type="ol">Level seems much more important than Rank. Example: Rank 4 Level 20 will beat a Rank 5 Level 1 literally 99% of the time. This seems odd since I think the expectation would be Rank 5 should generally be better than Rank 4, regardless of Level. (Not sure how Ranks and Levels are increased, but didn't the 5.1 have to be 4.20 first? And now they're worse than 4.20?)</li> <li data-xf-list-type="ol">Two equal Ranks both with Levels in the > 10 range will do nothing but tie the majority of the time, including 100% of the time if both are Level 20.</li> <li data-xf-list-type="ol">Re-rolls are not fun, and would slow gameplay, especially if ties are common. Also, per point 2, they might be infinite, or at the very least, a single check might require many, many rerolls.</li> <li data-xf-list-type="ol">A difference of 3 or 4 Ranks (depending on Level) means the higher level has a 100% success rate. Sounds like that's a design goal, but really doesn't feel right to me.</li> </ol></blockquote><p></p>
[QUOTE="Sir Brennen, post: 8579295, member: 553"] Which still tells me zip about context and intended use, or even what you're looking for feedback on. You must have some overall vision of the goal of this mechanic, and/or the type of system or game you'd use it in. All you initially presented was: a value Rank (R), a value Level (L), and a die roll mechanic to generate a weighted modifier of -1 to +2 for R based on comparing the individual die rolls to L. A die roll mechanic isn't really worth commenting on unless it has some assigned meaning for your game. Otherwise, it's just asking for comments on a die-rolling math probability exercise as an end unto itself. Again, it's like requesting comments on using a d20 for a game by showing that each number on a d20 represents a cumulative 5%. It's self-evident and not really worthy of discussion without knowing what the die result [I]means or how it's used.[/I] With further prompting, you filled in some other details: once a Rank is modified by the roll, it's compared to an opponent's Rank to see who "wins". So now we're getting closer to an actual Resolution mechanic. But you don't seem certain even on the specifics of that, e.g., whether it's an opposed roll or against the opponents' static value, or whether a tie represents a loss (for who is another question) or requires a re-roll. This is where the math can shift greatly, and you don't have anything for that. I'd say a Resolution Mechanic would be the smallest systemic "micro-kernel" worth discussing about a WIP game, and you don't have that yet. Based on what you do have so far, here's some issues I see: [LIST=1] [*]Level seems much more important than Rank. Example: Rank 4 Level 20 will beat a Rank 5 Level 1 literally 99% of the time. This seems odd since I think the expectation would be Rank 5 should generally be better than Rank 4, regardless of Level. (Not sure how Ranks and Levels are increased, but didn't the 5.1 have to be 4.20 first? And now they're worse than 4.20?) [*]Two equal Ranks both with Levels in the > 10 range will do nothing but tie the majority of the time, including 100% of the time if both are Level 20. [*]Re-rolls are not fun, and would slow gameplay, especially if ties are common. Also, per point 2, they might be infinite, or at the very least, a single check might require many, many rerolls. [*]A difference of 3 or 4 Ranks (depending on Level) means the higher level has a 100% success rate. Sounds like that's a design goal, but really doesn't feel right to me. [/LIST] [/QUOTE]
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