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Community
General Tabletop Discussion
*TTRPGs General
What do you Consider to be a "Unique" Mechanic?
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<blockquote data-quote="Leatherhead" data-source="post: 7881592" data-attributes="member: 53176"><p>Bounded Accuracy and the Skill Point system are different mechanics, even if they both ride on the core D20 resolution mechanic. </p><p></p><p>For a better example, lets consider how many mechanics go into healing spells. Specifically <em>Cure Wounds</em> VS <em>Healing Word</em>.</p><p></p><p>The concept of healing damage requires the separate mechanic of dealing damage. Though directly related under the umbrella of hit points, they are different.</p><p></p><p>Firstly. The concept of a spell. Spells are multi-mechanical things. You have class spell lists, spells known, spell level, spell slots, spells prepared, and spellcasting ability modifier. (which also requires the mechanics behind the stat system). That's 7 mechanics just to tell you what a spell is.</p><p></p><p>Next we have to know how to use a spell. You have Casting Time, Range/Area, Targets, Components (arguably 4 mechanics), Duration, Concentration, School, Saving throws/Attack Rolls (which also requires the mechanics behind proficiency bonus). That's at least 8 more and we haven't even broken down what the spell effect is.</p><p></p><p>Finally there is the spell effect. Which is where the magic happens, literally. In the case of both these spells, you also need to know the mechanics of rolling a die, creature types, and upcasting.</p><p></p><p>Now, out of all of these mechanics. The spells in question only differ on 5 points: Spell lists, Action, Range, Components, and the Die used (arguably not a different mechanic, but still). They have far more in common than different. You could argue that they are the same mechanic. But in practice they do not produce the same game-feel at all, even when used for the exact same purpose of healing people (one requires you to put yourself in danger on the front line, the other lets you attain a similar end result from the comfort of range while you do something else). And this makes them undeniably distinct mechanics.</p><p></p><p>This leaves the question: "How Distinct does something have to be in order for it to be considered Unique?" For me, I would consider anything distinct enough to produce a different playstyle while using the same background mechanics, especially when used for the same purpose, to be "Unique enough." Which means I would consider <em>Healing Word</em> and <em>Cure Wounds</em> to be unique mechanics.</p><p></p><p>Likewise, I wouldn't consider a motorcycle and a pickup truck to be the same machine, even if they both powered by internal combustion engines and use tires to get around. Even when both are used for simple commuting, they just don't operate the same.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7881592, member: 53176"] Bounded Accuracy and the Skill Point system are different mechanics, even if they both ride on the core D20 resolution mechanic. For a better example, lets consider how many mechanics go into healing spells. Specifically [I]Cure Wounds[/I] VS [I]Healing Word[/I]. The concept of healing damage requires the separate mechanic of dealing damage. Though directly related under the umbrella of hit points, they are different. Firstly. The concept of a spell. Spells are multi-mechanical things. You have class spell lists, spells known, spell level, spell slots, spells prepared, and spellcasting ability modifier. (which also requires the mechanics behind the stat system). That's 7 mechanics just to tell you what a spell is. Next we have to know how to use a spell. You have Casting Time, Range/Area, Targets, Components (arguably 4 mechanics), Duration, Concentration, School, Saving throws/Attack Rolls (which also requires the mechanics behind proficiency bonus). That's at least 8 more and we haven't even broken down what the spell effect is. Finally there is the spell effect. Which is where the magic happens, literally. In the case of both these spells, you also need to know the mechanics of rolling a die, creature types, and upcasting. Now, out of all of these mechanics. The spells in question only differ on 5 points: Spell lists, Action, Range, Components, and the Die used (arguably not a different mechanic, but still). They have far more in common than different. You could argue that they are the same mechanic. But in practice they do not produce the same game-feel at all, even when used for the exact same purpose of healing people (one requires you to put yourself in danger on the front line, the other lets you attain a similar end result from the comfort of range while you do something else). And this makes them undeniably distinct mechanics. This leaves the question: "How Distinct does something have to be in order for it to be considered Unique?" For me, I would consider anything distinct enough to produce a different playstyle while using the same background mechanics, especially when used for the same purpose, to be "Unique enough." Which means I would consider [I]Healing Word[/I] and [I]Cure Wounds[/I] to be unique mechanics. Likewise, I wouldn't consider a motorcycle and a pickup truck to be the same machine, even if they both powered by internal combustion engines and use tires to get around. Even when both are used for simple commuting, they just don't operate the same. [/QUOTE]
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What do you Consider to be a "Unique" Mechanic?
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