That reminds me. I have to change my answer again, in favor of streamlining.World Tree . . . succeeding TOO WELL on a skill check can have unforeseen consequences. Not only did you beat the threshold, you beat it by 30 or more. The example given was of a singer entertaining a crowd, who gets potentially unwanted attention from a female in the audience. I like the idea that succeeding by too much can also be bad.
Both of these were done first in Champions to a certain degree though M&M added the idea of adding completely new enhancements to a power and using hero points to add alternate effects on the fly which is really cool.From Mutants and Masterminds
- Alternative Effects: they're cheap variations on a power that can generally only be activated one at a time - most often for alternate means of attack from a broadly defined power
- Extra Effort: for the cost of a bit of fatigue, a hero can push his powers, move farther, gain an extra action or, and perhaps most importantly, perform a power stunt which is an alternative effect that isn't already defined on your character. Didn't buy your optic blast with an area effect wide angle? Use extra effort and you can do it in a pinch when you realize you have a need for it.
I'm quite familiar with Champions and M&M takes them and makes them a lot better.Both of these were done first in Champions to a certain degree though M&M added the idea of adding completely new enhancements to a power and using hero points to add alternate effects on the fly which is really cool.
Ah, but roll high over Armor WAS thought of, and implemented, in a number of games in the early 80's... including almost everything by Palladium (except Amber and Recon).At the time it came out THAC0 was an amazing concept and seemed so brilliant, compared to constantly consulting pages 74 & 75 of the DMG. Later, when 3E flipped AC to go up, that was another "why wasn't this thought of ages ago" sort of moment.
Nowadays, Advantage/Disadvantage is such a fun concept.
Put these on a Rubik's Cube and I'll try it.As a runner up...and this is probably cheating... would be my own "3d12 HMC Tables". Short version: You roll 3 different coloured dice...a 'bright/light/hot' one, a 'medium colour/neutral tone' one, and a 'dark/cold' one (Hot Medium Cold...HMC). The tables are colour coded, with a sort of cross-reference system to find the particular 'result/cell'.
On that note, I still really like (negative) Hit Points, because they also solve this problem. If you're barely down, and someone uses negligible healing to get you up again, then you're going to drop down even further from the next hit; and negligible healing might not be enough to get you up again after that.One of my favorite new mechanics is the Wounded condition from Pathfinder 2. It's nice to see something to disincentive the use negligible healing to pop someone back up strategy. You should want to get them back in good shape.
The Arcanum is, amongst many of my friends, thought of fondly as, "Palladium's mechanics redone by sane people."The Arcanum.
Armor as damage-reduction.
Changed my mind as a GM.