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General Tabletop Discussion
*TTRPGs General
What are "essential" TTRPG mechanisms?
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<blockquote data-quote="aramis erak" data-source="post: 9352318" data-attributes="member: 6779310"><p>Required:</p><p>A resolution system with at least 4 outcome states: Crit Success, Success, Failure, Critical Failure.</p><p>A conflict resolution system.</p><p>Randomization in resolution.</p><p>Character improvement, even if slow.</p><p></p><p>Strongly preferred</p><p>Genre enforcement in rules</p><p>Skill system</p><p>Attributes</p><p>Single resolution mechanic</p><p></p><p>Conditional Preferences:</p><p>If attributes exist in system, mechanical use of all of them. (This is where palladium fails)</p><p>if class & level, XP for things other than combat</p><p>If class & level, some ability to differentiate between members of the same class. (Palladium is right on the edge)</p><p>If class but not level, most abilities not tied to class</p><p>If level based but not class based, meaningful improvement.</p><p>If not fantasy, no climbing hit points as a steady reward.</p><p>If moderns or SF, a .22LR being able to one-shot kill <em><u><strong>without using the coup d'grace rule!!!</strong></u></em></p><p>Again, if moderns or SF, it needs to be possible to survive one shot from a .50 cal BMG.</p><p></p><p>I'll note that certain exceptions apply... I love Tunnels and Trolls, which is Class and Level, attribute driven... but since 5.5, has a skill system, too. What it doesn't have is more HP per level... your HP max is your Con... and it's a dual mechanic system (Saving Rolls and Combat)...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9352318, member: 6779310"] Required: A resolution system with at least 4 outcome states: Crit Success, Success, Failure, Critical Failure. A conflict resolution system. Randomization in resolution. Character improvement, even if slow. Strongly preferred Genre enforcement in rules Skill system Attributes Single resolution mechanic Conditional Preferences: If attributes exist in system, mechanical use of all of them. (This is where palladium fails) if class & level, XP for things other than combat If class & level, some ability to differentiate between members of the same class. (Palladium is right on the edge) If class but not level, most abilities not tied to class If level based but not class based, meaningful improvement. If not fantasy, no climbing hit points as a steady reward. If moderns or SF, a .22LR being able to one-shot kill [I][U][B]without using the coup d'grace rule!!![/B][/U][/I] Again, if moderns or SF, it needs to be possible to survive one shot from a .50 cal BMG. I'll note that certain exceptions apply... I love Tunnels and Trolls, which is Class and Level, attribute driven... but since 5.5, has a skill system, too. What it doesn't have is more HP per level... your HP max is your Con... and it's a dual mechanic system (Saving Rolls and Combat)... [/QUOTE]
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