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*TTRPGs General
Your Favorite Core Mechanic sans Setting?
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<blockquote data-quote="nomotog" data-source="post: 6500061" data-attributes="member: 6691958"><p>I really like my core mechanics to be simple because your going to be piling a lot on top of it and a nice simple start gives you a lot of room to grow. The D20 is my choice, but if you don't want that because it's squiggly use a hand full of D6. I forget what system it was, but it was basically you got to roll one dice for each ability point and you wanted to roll above a number to get the right amount of successes. It was maybe a little complex on paper, but it wasn't hard to do in game.</p><p></p><p>Another idea I kind of like isn't in a table top RPG (far as I know). I really like how in the new fallout games 3NV there just isn't rolling. You find a level 50 lock, then you need level 50 lock picking to pick it. No question. It would run into trouble with DM meta gameing, but if you attached a economic system to it that allowed you to raise or lower your skill and then a consistent world design, it might work?</p><p></p><p>I really like how the maid RPG handles HP. It's not HP, but a stress and it doesn't count down it counts up. Then when you get too much, you basically stress out and have to act out some kind of funny thing on your character sheet. Making it stress rather then physical trauma is nice because you can use the same failure punishment for any challenge and it also gives you mechanical reasons to RP and engage in different flavor bits.</p><p></p><p>When it comes to skills, I like how D&D5 edition dose it, or how it works in my head anyway. There is no skill list, you can just be given proficiency in anything or everything so it's a really flexible system. because proficiency don't stack, you don't have to worry about overlapping proficiency you can also cut them as broad or as narrow as you want because you never directly pick on over another. They always come in classes, backgrounds or feats. So what if the sports car skill is kind of narrow, it's never going to have to directly compete with the all cars skill.</p></blockquote><p></p>
[QUOTE="nomotog, post: 6500061, member: 6691958"] I really like my core mechanics to be simple because your going to be piling a lot on top of it and a nice simple start gives you a lot of room to grow. The D20 is my choice, but if you don't want that because it's squiggly use a hand full of D6. I forget what system it was, but it was basically you got to roll one dice for each ability point and you wanted to roll above a number to get the right amount of successes. It was maybe a little complex on paper, but it wasn't hard to do in game. Another idea I kind of like isn't in a table top RPG (far as I know). I really like how in the new fallout games 3NV there just isn't rolling. You find a level 50 lock, then you need level 50 lock picking to pick it. No question. It would run into trouble with DM meta gameing, but if you attached a economic system to it that allowed you to raise or lower your skill and then a consistent world design, it might work? I really like how the maid RPG handles HP. It's not HP, but a stress and it doesn't count down it counts up. Then when you get too much, you basically stress out and have to act out some kind of funny thing on your character sheet. Making it stress rather then physical trauma is nice because you can use the same failure punishment for any challenge and it also gives you mechanical reasons to RP and engage in different flavor bits. When it comes to skills, I like how D&D5 edition dose it, or how it works in my head anyway. There is no skill list, you can just be given proficiency in anything or everything so it's a really flexible system. because proficiency don't stack, you don't have to worry about overlapping proficiency you can also cut them as broad or as narrow as you want because you never directly pick on over another. They always come in classes, backgrounds or feats. So what if the sports car skill is kind of narrow, it's never going to have to directly compete with the all cars skill. [/QUOTE]
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