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What are your favourite single game mechanics?
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<blockquote data-quote="Doc_Klueless" data-source="post: 7637046" data-attributes="member: 261"><p>Some of mine are already mentioned so I'll get those out of the way (heh):</p><p></p><p>Love, love, love how this got rid of all those piddly modifiers. I know other games have done similar things, but this was my first massive exposure to the mechanic.</p><p></p><p>I really like this one as it give each round something new and interesting. </p><p></p><p>One of the chief complaints I hear about the AGE system is that "hitting" the target becomes ridiculously easy as the characters advance in level. My own players, when I was learning the system a while back, really complained about it. But the 3d6 roll really isn't so much a "To Hit" Roll as it is a "Generate Stunt Points" Roll. Once we overcame that hurdle, the game really clicked for us and took off like a shot. (Unfortunately, the campaign and group died because of everyone's Real Life intruding.)</p><p></p><p></p><p>These two are quite similar in outcome and I really like it. As I've mentioned elsewhere many times, I am a huge fan of Savage Worlds, but the "death spiral" can be a bit trying at times. So much so that I've just stopped playing it for other games that don't have that. I like the "unrealistic" feel of watching the points drop until the character drops while maintaining the effectiveness of the character until that pivotal moment. I didn't think I did, until I left SW to return to D&D5e. It was at that moment that I realized just what I didn't completely like about SW (I still love SW!)</p><p></p><p>And now for my new one:</p><p></p><p>13th Age <strong>Escalation Die</strong>. I use this or a variation of this mechanic in every game I run. Sometimes I have to tweak the numbers such as:</p><p></p><ul> <li data-xf-list-type="ul">In 5e, I have the bonus advance by one every 2 rounds, so Round 1 = 0, Round 2 & 3 = +1, Round 4 & 5 = +2 and Round 6+ = +3.</li> <li data-xf-list-type="ul">In the AGE system, it adds to Stunt Points generated by the 3d6 roll, so Round 1 = 0 extra SP, Round 2 = +1 SP, Round 3 = +2 SP, etc. This both speeds up combat as Characters can start landing combinations of stunts as the round progresses which also shortens the round (ie., the possibility of combining Lethal Blows (5 SP) and Mighty Blows (2 SP) along with Pierce Armor (2 SP) if they make it to Round 6) and seems to decrease Decision Paralysis because the Players no longer are looking for that one stunt that'll Be Awesome since they can pick more than one stunt which also decreases the real time of each Player's Turn.</li> <li data-xf-list-type="ul">And so on</li> </ul></blockquote><p></p>
[QUOTE="Doc_Klueless, post: 7637046, member: 261"] Some of mine are already mentioned so I'll get those out of the way (heh): Love, love, love how this got rid of all those piddly modifiers. I know other games have done similar things, but this was my first massive exposure to the mechanic. I really like this one as it give each round something new and interesting. One of the chief complaints I hear about the AGE system is that "hitting" the target becomes ridiculously easy as the characters advance in level. My own players, when I was learning the system a while back, really complained about it. But the 3d6 roll really isn't so much a "To Hit" Roll as it is a "Generate Stunt Points" Roll. Once we overcame that hurdle, the game really clicked for us and took off like a shot. (Unfortunately, the campaign and group died because of everyone's Real Life intruding.) These two are quite similar in outcome and I really like it. As I've mentioned elsewhere many times, I am a huge fan of Savage Worlds, but the "death spiral" can be a bit trying at times. So much so that I've just stopped playing it for other games that don't have that. I like the "unrealistic" feel of watching the points drop until the character drops while maintaining the effectiveness of the character until that pivotal moment. I didn't think I did, until I left SW to return to D&D5e. It was at that moment that I realized just what I didn't completely like about SW (I still love SW!) And now for my new one: 13th Age [B]Escalation Die[/B]. I use this or a variation of this mechanic in every game I run. Sometimes I have to tweak the numbers such as: [LIST] [*]In 5e, I have the bonus advance by one every 2 rounds, so Round 1 = 0, Round 2 & 3 = +1, Round 4 & 5 = +2 and Round 6+ = +3. [*]In the AGE system, it adds to Stunt Points generated by the 3d6 roll, so Round 1 = 0 extra SP, Round 2 = +1 SP, Round 3 = +2 SP, etc. This both speeds up combat as Characters can start landing combinations of stunts as the round progresses which also shortens the round (ie., the possibility of combining Lethal Blows (5 SP) and Mighty Blows (2 SP) along with Pierce Armor (2 SP) if they make it to Round 6) and seems to decrease Decision Paralysis because the Players no longer are looking for that one stunt that'll Be Awesome since they can pick more than one stunt which also decreases the real time of each Player's Turn. [*]And so on [/LIST] [/QUOTE]
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