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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Emberashh" data-source="post: 9200806" data-attributes="member: 7040941"><p>Thats not necessarily true, at insofar as the statement 1+n=boredom goes. </p><p></p><p>I think whats at the heart of that perception is feedback. The mechanic needs to produce meaningful feedback and that can be reduced considerably as more and more actions are required to complete the task. </p><p></p><p>But that doesn't imply that one action is ideal. After all, exploding dice would go against that implication; each die that explodes produces a meaningful and positive feedback, and due to how it works it actually self-regulates, making excessive explosions increasingly unlikely over time. </p><p></p><p>But beyond that, in a conventional dice roll, you can also find cause for multiple to be involved in a row, and the boredom effect diminishes if those are split between players rather than lapped onto one person. </p><p></p><p>Depending on the actions' themes though, you could see the effect disappear as well. There's real time dice games for example that really put that on display. I can't recall the name but theres a dungeon crawler game that uses real time dice rolling and as a result of the theming for each dice roll, its basically impossible to be bored despite rerolling dice approximately once a second for several minutes or longer. </p><p></p><p>The underlying action isn't any different in a slower paced game, but the real time theming changes the dynamic considerably. </p><p></p><p>Real Time in general, as a matter of fact, is probably the best way to combat the effect, short of just playtesting to determine the right amount relative to the task. (I can anecdotally observe, for example, that to-hit mechanics are just bad for just this reason, and damage vs defense roll offs feel a lot better)</p><p></p><p>I haven't had the opportunity to test it, but I've theorized that my Sequence roll mechanic could be used in tandem with a real time timer to basically emulate certain real time activities like lockpicking or bomb defusal. Having to redo the roll if you fail isn't as big a consequence to entertainment in a real time context.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9200806, member: 7040941"] Thats not necessarily true, at insofar as the statement 1+n=boredom goes. I think whats at the heart of that perception is feedback. The mechanic needs to produce meaningful feedback and that can be reduced considerably as more and more actions are required to complete the task. But that doesn't imply that one action is ideal. After all, exploding dice would go against that implication; each die that explodes produces a meaningful and positive feedback, and due to how it works it actually self-regulates, making excessive explosions increasingly unlikely over time. But beyond that, in a conventional dice roll, you can also find cause for multiple to be involved in a row, and the boredom effect diminishes if those are split between players rather than lapped onto one person. Depending on the actions' themes though, you could see the effect disappear as well. There's real time dice games for example that really put that on display. I can't recall the name but theres a dungeon crawler game that uses real time dice rolling and as a result of the theming for each dice roll, its basically impossible to be bored despite rerolling dice approximately once a second for several minutes or longer. The underlying action isn't any different in a slower paced game, but the real time theming changes the dynamic considerably. Real Time in general, as a matter of fact, is probably the best way to combat the effect, short of just playtesting to determine the right amount relative to the task. (I can anecdotally observe, for example, that to-hit mechanics are just bad for just this reason, and damage vs defense roll offs feel a lot better) I haven't had the opportunity to test it, but I've theorized that my Sequence roll mechanic could be used in tandem with a real time timer to basically emulate certain real time activities like lockpicking or bomb defusal. Having to redo the roll if you fail isn't as big a consequence to entertainment in a real time context. [/QUOTE]
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