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General Tabletop Discussion
*TTRPGs General
What do you Consider to be a "Unique" Mechanic?
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<blockquote data-quote="aramis erak" data-source="post: 7881581" data-attributes="member: 6779310"><p>Well... let's just look at dice rolling for a moment...</p><p></p><ol> <li data-xf-list-type="ol">1d, roll over a TN</li> <li data-xf-list-type="ol">1d, roll under a TN</li> <li data-xf-list-type="ol">1d, roll a specific number or number-range. (usually but not always equivalent equivalent to #2).</li> <li data-xf-list-type="ol">Xd, roll and total for TN+</li> <li data-xf-list-type="ol">Xd, roll and total for TN-</li> <li data-xf-list-type="ol">Xd, roll and count individual dice for N+</li> <li data-xf-list-type="ol">Xd, roll and count individual dice for N-</li> <li data-xf-list-type="ol">Xd, roll and count number of dice that match</li> <li data-xf-list-type="ol">Xd, roll and count how many are needed to exceed a TN</li> <li data-xf-list-type="ol">Xd, roll and count how many fit under a TN</li> <li data-xf-list-type="ol">1d, check symbol for result or compare on chart</li> <li data-xf-list-type="ol">Xd, total symbols for result or chart comparison</li> <li data-xf-list-type="ol">Yd Y≥2, read sequentially for TN+</li> <li data-xf-list-type="ol">Yd Y≥2, read sequentially for TN -</li> <li data-xf-list-type="ol">Yd, Y≥2, read sequentially for a table lookup</li> <li data-xf-list-type="ol">Yd, Y≥2, read symbols (or tables) in sequence for sequential results.</li> </ol><p>Note that N+ vs N- is often considered equivalent... but there is a difference in the experiential result for a great many people, even if the odds are identical. </p><p></p><p>For all the dice pools above, the question of "how do I get the dice"</p><ol> <li data-xf-list-type="ol">Fixed number of dice for all rolls</li> <li data-xf-list-type="ol">Dice by abilities of character</li> <li data-xf-list-type="ol">Dice by difficulty</li> <li data-xf-list-type="ol">Dice by expendable spend</li> <li data-xf-list-type="ol">Dice by assignment (party or GM)</li> <li data-xf-list-type="ol">mixture of the above types.</li> </ol><p>there are several variations on the table/symbol modes</p><p></p><p>part one: the individual dice</p><ol> <li data-xf-list-type="ol">Good results only<ol> <li data-xf-list-type="ol">only one result type</li> <li data-xf-list-type="ol">multiple result types</li> </ol></li> <li data-xf-list-type="ol">Bad Results only<ol> <li data-xf-list-type="ol">only one result type </li> <li data-xf-list-type="ol">multiple result types</li> </ol></li> <li data-xf-list-type="ol">Mixed results on a single die<ol> <li data-xf-list-type="ol">Good results and bad results on separate faces (Fudge/Fate)</li> <li data-xf-list-type="ol">Good results with some having bad results (FFG WFRP3)</li> <li data-xf-list-type="ol">Bad results with some having good results </li> <li data-xf-list-type="ol">Both with some overlap</li> </ol></li> </ol><p>Part 2 symbolic dice systems</p><ol> <li data-xf-list-type="ol">baseline <ol> <li data-xf-list-type="ol">Good dice from abilities only, TN by one symbol type</li> <li data-xf-list-type="ol">Good dice from abilities, bad dice from difficulty</li> <li data-xf-list-type="ol">Bad dice from difficulty, no good dice</li> </ol></li> <li data-xf-list-type="ol">How many symbol sets per die<ol> <li data-xf-list-type="ol">only one outcome type per die. (At this point, it may as well be a count success on n+ system, possibly with multiple n+ thresholds)</li> <li data-xf-list-type="ol">Multiple outcome types per die. </li> </ol></li> <li data-xf-list-type="ol">How many dice types?<ol> <li data-xf-list-type="ol">Only one - <ol> <li data-xf-list-type="ol">not common with symbolic dice, but Modiphius' 2d20 system effect dice are thus. They're also straight good dice.</li> <li data-xf-list-type="ol">Fate and Fudge both use a net neutral die, and it's always 4 of them.</li> </ol></li> <li data-xf-list-type="ol">some good, some bad</li> <li data-xf-list-type="ol">multiple, all good</li> <li data-xf-list-type="ol">multiple, all bad.</li> <li data-xf-list-type="ol">Multiple, some good, some bad, an a type that's neutral.</li> </ol></li> <li data-xf-list-type="ol">how many symbol families<ol> <li data-xf-list-type="ol">Success/Fail</li> <li data-xf-list-type="ol">Side effects good/bad </li> <li data-xf-list-type="ol">crits good/bad</li> <li data-xf-list-type="ol">resource depletion</li> <li data-xf-list-type="ol">damage accrual</li> </ol></li> </ol><p>Take L5R 5e for example</p><p>2 dice types, both are 3 good and 1 bad result, all bad results are on faces with good results, no cancelations. Axis 1: Success 1 or 1+Reroll. Axis 2: opportunity - beneficial modifiers to the success, beneficial side effects, or failure mitigations. Axis 3: strife - essentially mental damage.</p><p></p><p>And Fate/Fudge: 1 die type, always rolled 4 at a time, all dice neutral, with cancellation of Good and Bad results across the dice. Net range, +4 to -4, nice bell.</p><p></p><p>Advanced Heroquest - two symbolic dice types... one for heroes, one for monsters. Both are specifc faces and could easily be replaced entirely by N- or N+, as you're only looking for one type at a time... but the thematic feel of the dice is more than just the math.</p><p></p><p>And, for comparison, Modiphius system</p><p>The basic success failure is Xd20 each individually for Att+Skill or less, with nat 1 or Focus or less generating a second success on the die, 20 generating a complication (even if a 20 is, for some reason, a success). The number of dice is 2, plus more if expendables expended... </p><p>The effect dice have two axises damage and effect; both are good; which you want is variable by the situation and your narration.</p><p></p><p>I've seen almost all of the above at one point or another in the 350+ RPG games I've read and 200+ I've run or played. A few I've not. And I've seen multi-axis results out of numeric dice... but can't remember the specifics of the One Roll Engine's dice... how many dice in the kept set, how big the number is. And I seem to recall something about how many sets are formed.</p><p></p><p>And I've not even touched on how opposed rolls are to be made. And only one offhand reference to open-ending.</p><p></p><p>There's a lot of room, but I'm hard pressed to think of any that haven't been tried between tthe various storygames and more traditional storygames...</p><p></p><p>So, for me, anything on the lists above are novel... but there are some novel <em>combinations </em>left... tho' many of those would not be good combinations.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7881581, member: 6779310"] Well... let's just look at dice rolling for a moment... [LIST=1] [*]1d, roll over a TN [*]1d, roll under a TN [*]1d, roll a specific number or number-range. (usually but not always equivalent equivalent to #2). [*]Xd, roll and total for TN+ [*]Xd, roll and total for TN- [*]Xd, roll and count individual dice for N+ [*]Xd, roll and count individual dice for N- [*]Xd, roll and count number of dice that match [*]Xd, roll and count how many are needed to exceed a TN [*]Xd, roll and count how many fit under a TN [*]1d, check symbol for result or compare on chart [*]Xd, total symbols for result or chart comparison [*]Yd Y≥2, read sequentially for TN+ [*]Yd Y≥2, read sequentially for TN - [*]Yd, Y≥2, read sequentially for a table lookup [*]Yd, Y≥2, read symbols (or tables) in sequence for sequential results. [/LIST] Note that N+ vs N- is often considered equivalent... but there is a difference in the experiential result for a great many people, even if the odds are identical. For all the dice pools above, the question of "how do I get the dice" [LIST=1] [*]Fixed number of dice for all rolls [*]Dice by abilities of character [*]Dice by difficulty [*]Dice by expendable spend [*]Dice by assignment (party or GM) [*]mixture of the above types. [/LIST] there are several variations on the table/symbol modes part one: the individual dice [LIST=1] [*]Good results only [LIST=1] [*]only one result type [*]multiple result types [/LIST] [*]Bad Results only [LIST=1] [*]only one result type [*]multiple result types [/LIST] [*]Mixed results on a single die [LIST=1] [*]Good results and bad results on separate faces (Fudge/Fate) [*]Good results with some having bad results (FFG WFRP3) [*]Bad results with some having good results [*]Both with some overlap [/LIST] [/LIST] Part 2 symbolic dice systems [LIST=1] [*]baseline [LIST=1] [*]Good dice from abilities only, TN by one symbol type [*]Good dice from abilities, bad dice from difficulty [*]Bad dice from difficulty, no good dice [/LIST] [*]How many symbol sets per die [LIST=1] [*]only one outcome type per die. (At this point, it may as well be a count success on n+ system, possibly with multiple n+ thresholds) [*]Multiple outcome types per die. [/LIST] [*]How many dice types? [LIST=1] [*]Only one - [LIST=1] [*]not common with symbolic dice, but Modiphius' 2d20 system effect dice are thus. They're also straight good dice. [*]Fate and Fudge both use a net neutral die, and it's always 4 of them. [/LIST] [*]some good, some bad [*]multiple, all good [*]multiple, all bad. [*]Multiple, some good, some bad, an a type that's neutral. [/LIST] [*]how many symbol families [LIST=1] [*]Success/Fail [*]Side effects good/bad [*]crits good/bad [*]resource depletion [*]damage accrual [/LIST] [/LIST] Take L5R 5e for example 2 dice types, both are 3 good and 1 bad result, all bad results are on faces with good results, no cancelations. Axis 1: Success 1 or 1+Reroll. Axis 2: opportunity - beneficial modifiers to the success, beneficial side effects, or failure mitigations. Axis 3: strife - essentially mental damage. And Fate/Fudge: 1 die type, always rolled 4 at a time, all dice neutral, with cancellation of Good and Bad results across the dice. Net range, +4 to -4, nice bell. Advanced Heroquest - two symbolic dice types... one for heroes, one for monsters. Both are specifc faces and could easily be replaced entirely by N- or N+, as you're only looking for one type at a time... but the thematic feel of the dice is more than just the math. And, for comparison, Modiphius system The basic success failure is Xd20 each individually for Att+Skill or less, with nat 1 or Focus or less generating a second success on the die, 20 generating a complication (even if a 20 is, for some reason, a success). The number of dice is 2, plus more if expendables expended... The effect dice have two axises damage and effect; both are good; which you want is variable by the situation and your narration. I've seen almost all of the above at one point or another in the 350+ RPG games I've read and 200+ I've run or played. A few I've not. And I've seen multi-axis results out of numeric dice... but can't remember the specifics of the One Roll Engine's dice... how many dice in the kept set, how big the number is. And I seem to recall something about how many sets are formed. And I've not even touched on how opposed rolls are to be made. And only one offhand reference to open-ending. There's a lot of room, but I'm hard pressed to think of any that haven't been tried between tthe various storygames and more traditional storygames... So, for me, anything on the lists above are novel... but there are some novel [I]combinations [/I]left... tho' many of those would not be good combinations. [/QUOTE]
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