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What game mechanics do you like?
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<blockquote data-quote="Wil" data-source="post: 458884" data-attributes="member: 3502"><p>From 3e, I really liked the "take 10", zero-average bonuses for attributes, and the idea (if not the implementation) behind attacks of opportunity.</p><p></p><p>My all-time favorite game system is Silhouette. It uses a fairly simply dice pool mechanic (roll xd6, take the highest result, add modifiers and compare against the skill difficulty or an opposed roll) and zero-average attributes (they range from -5 to +5, with 0 being the average). Fortunately, d20 already uses this very same mechanic - in reality, the bonuses are more important than the actual number of the attribute. Silhouette uses multiplied damage - the better you hit, the more damage you do. Frex, if a longsword does x16 with its base damage, your skill and your strength and you succeed over your opponent's defense roll by three, you're going to do (3x16)=48 damage. Wounding is handled by penalties to every action - if the damage dealt exceeds a wound threshold, you take that level of wound with the accompanying penalty. When your penalties get so high, you start to die from shock. The damage/wounding system would be implementable in d20, but would fundamentally change the feel of the system. Silhouette features the ability for an urchin with a steak knife *could* kill an armored, experienced warrior with a good roll - a lot of systems have this feature, but oftentimes it is entirely too random, and the die pool mechanic helps flatten that randomness out.</p></blockquote><p></p>
[QUOTE="Wil, post: 458884, member: 3502"] From 3e, I really liked the "take 10", zero-average bonuses for attributes, and the idea (if not the implementation) behind attacks of opportunity. My all-time favorite game system is Silhouette. It uses a fairly simply dice pool mechanic (roll xd6, take the highest result, add modifiers and compare against the skill difficulty or an opposed roll) and zero-average attributes (they range from -5 to +5, with 0 being the average). Fortunately, d20 already uses this very same mechanic - in reality, the bonuses are more important than the actual number of the attribute. Silhouette uses multiplied damage - the better you hit, the more damage you do. Frex, if a longsword does x16 with its base damage, your skill and your strength and you succeed over your opponent's defense roll by three, you're going to do (3x16)=48 damage. Wounding is handled by penalties to every action - if the damage dealt exceeds a wound threshold, you take that level of wound with the accompanying penalty. When your penalties get so high, you start to die from shock. The damage/wounding system would be implementable in d20, but would fundamentally change the feel of the system. Silhouette features the ability for an urchin with a steak knife *could* kill an armored, experienced warrior with a good roll - a lot of systems have this feature, but oftentimes it is entirely too random, and the die pool mechanic helps flatten that randomness out. [/QUOTE]
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