Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Where else can the d20 "core" mechanic stretch / drift?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ratskinner" data-source="post: 6189022" data-attributes="member: 6688937"><p>It refers to a game where the mechanics rely on knowing your actual position. That may take the form of a grid (as 3/4e) or free-form (as in some previous edition and wargame play, using rulers, etc.). In such games, you can (at least in theory) know with relative certainty the distance between characters A and B and attach a "real" value to it (30', 150 m , etc.) This is different from an "abstract positioning" system, where characters are only "positioned" narratively, and play often proceeds with some notes about a battlefield, rather than a map. Of course, there are also systems that are somewhere in the middle, often using "zones" or some other mechanical contrivance to differentiate character positioning.</p><p></p><p>That's, at least, the context we've been talking about for this conversation.</p><p></p><p>EDIT: and I forgot to mention that many people played pre-WotC editions without very strict "real positioning", including IIRC a section in Combat & Tactics that was basically a zone system.</p><p></p><p></p><p></p><p>I can't see how.</p><p></p><p>I mean, boiled down to the die resolution method (as you mention), <em>most </em>mechanics <em>can</em> handle any archetypes, because rolling the dice tells you very little about who, what, or why the roll is being made. To some extent "character/archetypes/whatever" are just flavor to justify the modifiers. I would point out that including "incremental advancement" does, in fact represent a limitation on the archetypes accessible (although that folks find acceptable most of the time for playstyle reasons.)</p><p></p><p>Now, that doesn't mean that all dice mechanics are the same. There are a wide variety that do a lot of weird things. So, some features of the "d20 + mod" roll are:</p><ul> <li data-xf-list-type="ul">linear distribution i.e. each increment mod increases the range and distribution of results equally. </li> <li data-xf-list-type="ul">small relative value of smallest increment. A "+1" is only 5% of the total range of the die roll. (Note that this does not translate directly to a 5% increase in character capability.) </li> </ul><p></p><p>Which is different from a "d6 + mod" system (and yes, I have seen such a system in the "wild"):</p><p></p><ul> <li data-xf-list-type="ul">linear distribution and range increases. </li> <li data-xf-list-type="ul">very large increment: a "+1" is 17% of the total range </li> </ul><p></p><p>Which is different from a 4dF + mod roll from FUDGE/FATE (same as 4d3-8+mod):</p><ul> <li data-xf-list-type="ul">Strong "bell" curve distribution i.e. you are much more likely to roll "+0" than "+4". Although the range increases linearly. </li> <li data-xf-list-type="ul">large relative value of a "+1". Its 11% of the total range of the roll. </li> </ul><p></p><p>Which is different from a Storyteller die pool. Where your traits grant dice (d10s) to roll against a difficulty and you count the ones that beat it.</p><ul> <li data-xf-list-type="ul">Distribution - erm...a little hard to predict overall, but not for a given roll. <em>No changes</em> to range for a change in difficulty, but a large non-linear change in distribution. </li> <li data-xf-list-type="ul"><em>Non-linear</em> changes in both distribution <em>and </em>ranges for each die added. </li> </ul><p></p><p>Which is different from the way Cortex+ (as in MHRP) does it. A "Roll and Keep" system, where you build a die pool with dice (of variable size) added to the pool to represent traits contributing to the character's attempted action, and keep 2 of them after the roll to determine success. </p><ul> <li data-xf-list-type="ul">Distribution? - I don't even know what dice you're rolling, plus you wouldn't necessarily want to keep the highest roll each time. </li> <li data-xf-list-type="ul">Can't even tell how good a +1d4 is. Especially if, as in MHRP, rolling a '1' is "bad". </li> </ul><p></p><p>So each of those will affect all sorts of design for the rest of the system, since that's where the mods (or dice) are coming from. This impact is both from a mechanical design perspective <em>and</em> a psychological perspective of the players. For instance, the d20 method rewards the accumulation of numerous stacking bonuses (generally speaking going from +0 to +1 is the same improvement as going from +7 to +8). Also, adding a +1 for something is (by itself) hardly notable. This has players hunting for bonuses, so such a system can handle books filled with sources of tiny modifiers (and rewards the publisher for providing them, especially with additional bells and whistles). In the d6 and FATE methods, a "+1" is fairly large, so its disturbing to play to hand out a "+1" item, but its also extremely rewarding to collect even a temporary "+2" bonus. The FATE method also seems to emphasize skill differences more, both as an effect of the smaller range <em>and</em> the centrality of the distribution (a "+4" is much more rare than a "natural 20". The MHRP system has you going over your whole character sheet to find traits to build into an action, which means you need to reflect the character's traits in your resolution narrative. etc. etc. </p><p></p><p>The strange-in-a-marvelous-way thing, to me, is that these things don't depend on genre very much at all. I could see playing a "Vampire" style game using any of them. The same is true for Fantasy, Supers, etc. (In fact, I think each of those methods has at least one incarnation that can be played in that genre.) The difference ends up being reflected more in play styles and table flow, rather than genre trappings that can be attached to the mechanics. So, even if I can make a game of FATE provide a narrative that's indistinguishable from a similar narrative from a session of D&D, it will likely feel very different at the table. I can't say that I think "d20 + mod vs DC" has any particular advantage over the other ideas, except that its a D&D "Sacred Cow".</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6189022, member: 6688937"] It refers to a game where the mechanics rely on knowing your actual position. That may take the form of a grid (as 3/4e) or free-form (as in some previous edition and wargame play, using rulers, etc.). In such games, you can (at least in theory) know with relative certainty the distance between characters A and B and attach a "real" value to it (30', 150 m , etc.) This is different from an "abstract positioning" system, where characters are only "positioned" narratively, and play often proceeds with some notes about a battlefield, rather than a map. Of course, there are also systems that are somewhere in the middle, often using "zones" or some other mechanical contrivance to differentiate character positioning. That's, at least, the context we've been talking about for this conversation. EDIT: and I forgot to mention that many people played pre-WotC editions without very strict "real positioning", including IIRC a section in Combat & Tactics that was basically a zone system. I can't see how. I mean, boiled down to the die resolution method (as you mention), [I]most [/I]mechanics [I]can[/I] handle any archetypes, because rolling the dice tells you very little about who, what, or why the roll is being made. To some extent "character/archetypes/whatever" are just flavor to justify the modifiers. I would point out that including "incremental advancement" does, in fact represent a limitation on the archetypes accessible (although that folks find acceptable most of the time for playstyle reasons.) Now, that doesn't mean that all dice mechanics are the same. There are a wide variety that do a lot of weird things. So, some features of the "d20 + mod" roll are: [LIST] [*]linear distribution i.e. each increment mod increases the range and distribution of results equally. [*]small relative value of smallest increment. A "+1" is only 5% of the total range of the die roll. (Note that this does not translate directly to a 5% increase in character capability.) [/LIST] Which is different from a "d6 + mod" system (and yes, I have seen such a system in the "wild"): [LIST] [*]linear distribution and range increases. [*]very large increment: a "+1" is 17% of the total range [/LIST] Which is different from a 4dF + mod roll from FUDGE/FATE (same as 4d3-8+mod): [LIST] [*]Strong "bell" curve distribution i.e. you are much more likely to roll "+0" than "+4". Although the range increases linearly. [*]large relative value of a "+1". Its 11% of the total range of the roll. [/LIST] Which is different from a Storyteller die pool. Where your traits grant dice (d10s) to roll against a difficulty and you count the ones that beat it. [LIST] [*]Distribution - erm...a little hard to predict overall, but not for a given roll. [I]No changes[/I] to range for a change in difficulty, but a large non-linear change in distribution. [*][I]Non-linear[/I] changes in both distribution [I]and [/I]ranges for each die added. [/LIST] Which is different from the way Cortex+ (as in MHRP) does it. A "Roll and Keep" system, where you build a die pool with dice (of variable size) added to the pool to represent traits contributing to the character's attempted action, and keep 2 of them after the roll to determine success. [LIST] [*]Distribution? - I don't even know what dice you're rolling, plus you wouldn't necessarily want to keep the highest roll each time. [*]Can't even tell how good a +1d4 is. Especially if, as in MHRP, rolling a '1' is "bad". [/LIST] So each of those will affect all sorts of design for the rest of the system, since that's where the mods (or dice) are coming from. This impact is both from a mechanical design perspective [I]and[/I] a psychological perspective of the players. For instance, the d20 method rewards the accumulation of numerous stacking bonuses (generally speaking going from +0 to +1 is the same improvement as going from +7 to +8). Also, adding a +1 for something is (by itself) hardly notable. This has players hunting for bonuses, so such a system can handle books filled with sources of tiny modifiers (and rewards the publisher for providing them, especially with additional bells and whistles). In the d6 and FATE methods, a "+1" is fairly large, so its disturbing to play to hand out a "+1" item, but its also extremely rewarding to collect even a temporary "+2" bonus. The FATE method also seems to emphasize skill differences more, both as an effect of the smaller range [I]and[/I] the centrality of the distribution (a "+4" is much more rare than a "natural 20". The MHRP system has you going over your whole character sheet to find traits to build into an action, which means you need to reflect the character's traits in your resolution narrative. etc. etc. The strange-in-a-marvelous-way thing, to me, is that these things don't depend on genre very much at all. I could see playing a "Vampire" style game using any of them. The same is true for Fantasy, Supers, etc. (In fact, I think each of those methods has at least one incarnation that can be played in that genre.) The difference ends up being reflected more in play styles and table flow, rather than genre trappings that can be attached to the mechanics. So, even if I can make a game of FATE provide a narrative that's indistinguishable from a similar narrative from a session of D&D, it will likely feel very different at the table. I can't say that I think "d20 + mod vs DC" has any particular advantage over the other ideas, except that its a D&D "Sacred Cow". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Where else can the d20 "core" mechanic stretch / drift?
Top