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
*TTRPGs General
Which gaming system has the best mechanics and why?
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="GMMichael" data-source="post: 6676026" data-attributes="member: 6685730"><p>Ah, dissent. Saelorn, this is why you're a valued member of the Modos RPG community.</p><p></p><p></p><p>I have to disagree with this first premise, and suggest that only tasks found on tables and meta-rules have clear lines of success and failure. If a table lays out your outcomes:</p><p>[TABLE="width: 500"] [TR] [TD]Roll[/TD] [TD]Outcome[/TD] [/TR] [TR] [TD]1-5[/TD] [TD]Spell fizzles[/TD] [/TR] [TR] [TD]6-10[/TD] [TD]Spell hits caster[/TD] [/TR] [TR] [TD]11-15[/TD] [TD]Spell hits target[/TD] [/TR] [TR] [TD]16-20[/TD] [TD]Spell doubles damage[/TD] [/TR] [/TABLE] well, each outcome is subject to interpretation, but yes, there's a clear definition that you will have one of four outcomes. Or if your rule is based on rules (a meta-rule), then that could also have a clear definition. For example, when a player's attack roll exceeds his opponent's - sorry - equals or exceeds his opponent's armor class, then the player is allowed to roll damage and apply that damage to his opponent's hit point total. That's pretty clear. What, exactly, that represents in-game is not always clearly defined.</p><p></p><p>So what are the other clearly defined tasks? A survival check to see if you salvage enough food for the day? What if you collect more than enough food, but half of it goes rotten? Is that a success or failure? A perception test with four stunt-points to read a photo's inscription? Success could be simply noticing a marking, understanding half of the words, or being able to read the secret code written in fine characters between the words.</p><p></p><p></p><p>D&D accomplishes this with a lot of tables, and math (see the jump skill). Nothing wrong with that - some people like books and calculators with their RPGs. I think it's possible to achieve more immersion and faster gameplay with a more vague system like I've suggested. Complications are one way to do that. One of my motivations, though, is to take out critical fail and critical success from the ends of the outcome line, because these make degrees of success implicit. And... (now for a little math)</p><p></p><p>...if a PC has a 40% chance to accomplish a certain task, each "success" die roll should result in the exact same outcome, since (on a d20, anyway) each die roll has the exact same chance of occurring. The same goes for the "failure" rolls. A 1 is a 3 is an 11. Now, this still presents a glaring problem: there are two types of outcomes on the d20, and they are essentially -complete opposites- (succeed or fail). If you change those outcomes to favorable or unfavorable, they're still opposites, but I think the difference is softened a bit. If you roll an 11 or a 13, a 1 or a 20, your outcomes could be very similar but with the key difference: one is favorable, the other is unfavorable.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6676026, member: 6685730"] Ah, dissent. Saelorn, this is why you're a valued member of the Modos RPG community. I have to disagree with this first premise, and suggest that only tasks found on tables and meta-rules have clear lines of success and failure. If a table lays out your outcomes: [TABLE="width: 500"] [TR] [TD]Roll[/TD] [TD]Outcome[/TD] [/TR] [TR] [TD]1-5[/TD] [TD]Spell fizzles[/TD] [/TR] [TR] [TD]6-10[/TD] [TD]Spell hits caster[/TD] [/TR] [TR] [TD]11-15[/TD] [TD]Spell hits target[/TD] [/TR] [TR] [TD]16-20[/TD] [TD]Spell doubles damage[/TD] [/TR] [/TABLE] well, each outcome is subject to interpretation, but yes, there's a clear definition that you will have one of four outcomes. Or if your rule is based on rules (a meta-rule), then that could also have a clear definition. For example, when a player's attack roll exceeds his opponent's - sorry - equals or exceeds his opponent's armor class, then the player is allowed to roll damage and apply that damage to his opponent's hit point total. That's pretty clear. What, exactly, that represents in-game is not always clearly defined. So what are the other clearly defined tasks? A survival check to see if you salvage enough food for the day? What if you collect more than enough food, but half of it goes rotten? Is that a success or failure? A perception test with four stunt-points to read a photo's inscription? Success could be simply noticing a marking, understanding half of the words, or being able to read the secret code written in fine characters between the words. D&D accomplishes this with a lot of tables, and math (see the jump skill). Nothing wrong with that - some people like books and calculators with their RPGs. I think it's possible to achieve more immersion and faster gameplay with a more vague system like I've suggested. Complications are one way to do that. One of my motivations, though, is to take out critical fail and critical success from the ends of the outcome line, because these make degrees of success implicit. And... (now for a little math) ...if a PC has a 40% chance to accomplish a certain task, each "success" die roll should result in the exact same outcome, since (on a d20, anyway) each die roll has the exact same chance of occurring. The same goes for the "failure" rolls. A 1 is a 3 is an 11. Now, this still presents a glaring problem: there are two types of outcomes on the d20, and they are essentially -complete opposites- (succeed or fail). If you change those outcomes to favorable or unfavorable, they're still opposites, but I think the difference is softened a bit. If you roll an 11 or a 13, a 1 or a 20, your outcomes could be very similar but with the key difference: one is favorable, the other is unfavorable. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Which gaming system has the best mechanics and why?
Top