What Rules/Systems Would You Steal For EVERY Game?

Knowledge skills that allow player worldbuilding.

Burning Wheel has a particular type of skill called wises that cover specific fields of knowledge. These knowledge skills can be used in the 'traditional' sense in that they can be tested to check if a PC knows things about a subject, which in essence prompts the GM to provide additional details about the particular subject.

Burning Wheel however, offers an alternative way of using knowledge skills, which is the ability for players to make a statement about the setting, then test the skill to check the accuracy of said statement. If the roll succeeds then the statement made is factually correct. If the roll fails then the statement is incorrect in some way, though it is implied that the original intent of the statement be preserved.

An example:

The PCs are traveling in the Stormlands. During a scene one of the players states that there is a Wizard's Tower in a nearby forest. The player then tests their PCs Stormlands-wise skill. If the roll succeeds then there is indeed a Wizard's Tower in a nearby forest. If the roll fails, then the Wizard's Tower isn't in the nearby forest, but in the hills beyond the forest, requiring the PCs to travel farther to reach it. Or the Wizard's Tower isn't a Tower, but is instead a Hidden Grotto, requiring the PCs to search for it. Either way, the intent of finding the residence of a wizard is preserved, but the particulars of the circumstances surrounding the residence are flawed.

Ever since I first read this particular methodology for using knowledge skills I have ported it over to every single TTRPG campaign I have ever ran. I think it is the most perfect way to utilize knowledge skills as it allows players to add tidbits of lore to the setting and removes some of the strain on the GM to constantly create setting lore. It's definitely something I think should be standard practice in every TTRPG.
That is interesting. Is there a metacurrency cost associated?
 

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Agree with Edgar that it is limited to games that I actually play. On that front, I dig static monster/enemy initiative. Assume that they rolled a 10 and apply modifiers, then have the party roll as normal. This still allows for randomness, but vastly reduces the chance of "everyone from one side goes first."
 


Agree with Edgar that it is limited to games that I actually play. On that front, I dig static monster/enemy initiative. Assume that they rolled a 10 and apply modifiers, then have the party roll as normal. This still allows for randomness, but vastly reduces the chance of "everyone from one side goes first."
But it does mean that the monsters all go at the same time, which I really dislike.
 




I concur with what many have already noted:

Some kind of challenge system for multi-"round" and multi-character interaction for things like diplomacy, investigation, projects, repairs, chases, and, of course, challenges. Whether that be clocks or progress tracks or something more involved like Challenges or Contests from Cortex Prime, or Chases or Challenges from Troubleshooters, or something like Skill Challenges from 4e, something that allows for that level of participation and not a single die-roll resolution for those kinds of intricate events is important.

I also like adding in some kind of Aspects/Distinctions. If I'm grafting it onto an existing game system, it'll generally be only one, in the vein of 'One Unique Thing' from 13th Age.

While I won't necessarily tie it to a mechanic (though the BW Wises use is interesting!), the "reverse-ask" technique when it comes to worldbuilding or even character building is something I'll always use. "Do I know this?" "I don't know... would your character know this? And how do they know?" Much more interesting to me than "63% chance says yes... oh, no, you don't."

And while I love many systems with Metacurrency, perhaps oddly it's not one I'd put in my "must steal" category. :)
 

May I ask why you dislike this? I ask because this is in general one of the best/simplest time savers, because it needs less swaps on whos turn it is, which also take time normally
I don't find the time saving benefits to be worth the tactical cost. All the monster bunched up going at the same time reduces options of players and GM alike.

I also like rolling initiative every round because it increases the chaos factor, but have found that to be a pain with the way 5E deals with durations.

In the end, the way Daggerheart manages the spotlight works better than either of those.
 

As others have said, I don’t think there’s a mechanic I’d want to steal and use in EVERY game, but there are plenty I add to many games when I run or design them. Examples include:
  • Advantage/Disadvantage: Pretty useful for almost all d20 games to reduce swinginess.
  • Help action: An action choice that allows a PC to spend their round helping another PC, by giving Advantage for instance.
  • Asset/Aspect creation: Allows the player to create an ongoing situation, change, or advantage which can be used by others (including enemies).
  • Doom/Trouble pool: As the PCs do stuff (especially using their cool powers), they gradually add to a resource pool for the GM. This naturally escalates through a session since there’s basically no Doom at the beginning but quite a lot at the end. Needs pacing, of course. Not exactly how it works in Cortex but a useful mechanism nonetheless.
I personally find skill challenge mechanics quite cumbersome - I’ve never found they work quite right as intended and tend to find it works much better when I wing it. I really like doing this sort of situation, especially in superhero games - dealing with natural disasters is an obvious one.
 

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