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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="pemerton" data-source="post: 7881600" data-attributes="member: 42582"><p>[USER=22779]@Hussar[/USER], I think some spells introduce their own mechanices - consider eg the classic AD&D Maze spell, which uses a distinctinve INT-based mechanic to determine how long the target is trapped in the extra-dimensional maze.</p><p></p><p>But I agree with you that once we have (a) a damage-type mechanics, and (b) a bolt spell mechanics, then Lightning Bolt and Fire Bolt are just two variants of the same mechanic. The 4e DMG (I thikn it is) gives a similar example in its discussion of house rules and making stuff up as a GM, of a fire lizard and an ice lizard.</p><p></p><p>Likewise I tend to agree with you that changing the rest duration is just a mechanical variant <em>givn that </em>the game already includes the idea of durations, including recovery durations, that vary by ingame time.</p><p></p><p>My rough criterion would be <em>is this just varying a parameter of some existing system element along an established axis of variation.</em> I think this is true for some spells but not all. It's certainly true for most weapons (like your sword/dagger example). And many class abilities but maybe not all - eg I think hunter's quarry/warlock's curse were a new mechanic with 4e. (But not two new mechanics - they're two variations on the same basic thing.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7881600, member: 42582"] [USER=22779]@Hussar[/USER], I think some spells introduce their own mechanices - consider eg the classic AD&D Maze spell, which uses a distinctinve INT-based mechanic to determine how long the target is trapped in the extra-dimensional maze. But I agree with you that once we have (a) a damage-type mechanics, and (b) a bolt spell mechanics, then Lightning Bolt and Fire Bolt are just two variants of the same mechanic. The 4e DMG (I thikn it is) gives a similar example in its discussion of house rules and making stuff up as a GM, of a fire lizard and an ice lizard. Likewise I tend to agree with you that changing the rest duration is just a mechanical variant [I]givn that [/I]the game already includes the idea of durations, including recovery durations, that vary by ingame time. My rough criterion would be [I]is this just varying a parameter of some existing system element along an established axis of variation.[/I] I think this is true for some spells but not all. It's certainly true for most weapons (like your sword/dagger example). And many class abilities but maybe not all - eg I think hunter's quarry/warlock's curse were a new mechanic with 4e. (But not two new mechanics - they're two variations on the same basic thing.) [/QUOTE]
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What do you Consider to be a "Unique" Mechanic?
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