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General Tabletop Discussion
*TTRPGs General
Which gaming system has the best mechanics and why?
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<blockquote data-quote="GMMichael" data-source="post: 6673160" data-attributes="member: 6685730"><p>Your first point is what I couldn't get over about Warhammer 40K - how can my attempt be successful or fail BEFORE the difficulty of the activity has been considered? "Roll under your score, and you're successful." The game DOES adjust for difficulty later, but it also seems backwards.</p><p></p><p>The metagame irritant point is significant too - a game's rules shouldn't -distract- the players from the game.</p><p></p><p>But I've recently found that there's a problem with the exceedingly clear roll-over. If you want to play a game about rules, then it's pretty easy to have successes and failures. But if you play closer to the narrative/story/fiction, then a "success" and "failure" is actually TOO clear...</p><p></p><p>For example:</p><p>A messenger gets a message from his officer to take to the king: "we must fall back or lose this town." Another character, interested in seeing the king fail, can sabotage the officer by delivering a different message first: "the enemy is retreating." If one character rolls a message-delivery contest against the other - what does success mean? What does failure mean? More confusing, admittedly, in Warhammer 40K: what if one character rolls under the other, but not below his score? Or is it better to roll higher than your opponent, even though roll-under implies that rolling low is good?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6673160, member: 6685730"] Your first point is what I couldn't get over about Warhammer 40K - how can my attempt be successful or fail BEFORE the difficulty of the activity has been considered? "Roll under your score, and you're successful." The game DOES adjust for difficulty later, but it also seems backwards. The metagame irritant point is significant too - a game's rules shouldn't -distract- the players from the game. But I've recently found that there's a problem with the exceedingly clear roll-over. If you want to play a game about rules, then it's pretty easy to have successes and failures. But if you play closer to the narrative/story/fiction, then a "success" and "failure" is actually TOO clear... For example: A messenger gets a message from his officer to take to the king: "we must fall back or lose this town." Another character, interested in seeing the king fail, can sabotage the officer by delivering a different message first: "the enemy is retreating." If one character rolls a message-delivery contest against the other - what does success mean? What does failure mean? More confusing, admittedly, in Warhammer 40K: what if one character rolls under the other, but not below his score? Or is it better to roll higher than your opponent, even though roll-under implies that rolling low is good? [/QUOTE]
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Which gaming system has the best mechanics and why?
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