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Archive => Indie Game Design => Topic started by: Epoch on February 06, 2002, 12:33:31 AM

Title: More of the Same
Post by: Epoch on February 06, 2002, 12:33:31 AM
My fanatical groupies (yeah, right), will notice that this is a concept that I've approached over and over again, looking for a good way to do it.  This time, I'm going D20, which may disqualify it as "indie" game design.

Hidden Magic (http://wso.williams.edu/~msulliva/campaigns/d20/magic.html), an attempt to blur the line between magical and mundane actions.
Title: More of the Same
Post by: Tim Denee on February 06, 2002, 06:29:42 AM
Why does it have to be D20/OGL?
Couldn't the GM just roll 10 to 20 dice of whatever type of dice is used most often in the game being played?
Title: More of the Same
Post by: Epoch on February 06, 2002, 06:48:59 AM
Quote from: Nomad
Why does it have to be D20/OGL?
Couldn't the GM just roll 10 to 20 dice of whatever type of dice is used most often in the game being played?

It doesn't have to be D20/OGL.  I post it here half-in-hopes that someone will use it for some other game.  Since I chose to use D20 as a good example, I put it under the OGL because...  Hey.  Why not?

There are implications to moving away from D20, of course.  Rolling a 7 on a D20 happens 5% of the time.  Rolling it on a d10 happens 10% of the time.  Rolling it on a d100 happens 1% of the time.  So, while the basic idea is pretty universally applicable to any non-die-pool system (and I've used close variations on the idea for die pool systems, too), you'd need to work a little to fit it to the commonality of magical effects and your base die type.