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No name but I finaly got a good mechanic!

Started by Seth M. Drebitko, August 05, 2005, 02:36:26 AM

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Seth M. Drebitko

Ok first off stats: Each stat starts at 3 by lowering one you may raise another. Stats never change they represent the leaps and bounds your character must make through life.
Brawn: All the heavy lifting, and endurance stuff.
Grace: All the agile, fine manipulation and such.
Intelligence: This is your natural ability to learn.
Wit: This is your ability to fudge over things, and glide through social occasions.

Now skills: You start with 10 skill ranks to place in any skill you wish no list needed for now. Skills are what change during the game they represent how your character over comes their lack in certain areas.

Task resolution:
The first step is to figure out what stat fits then to figure out what skill goes with it.
Next the gm sets a difficulty.
Then the player gets to roll 2d6+skill+stat if you get past the difficulty you win the roll.
Now if an item assists you, you may discard the lowest die and roll another to try and get higher, this is done after experience is figured out(explained later) and may be done a number of times equal to the items rank.

Experience:
all you have to do to get experience is to add your stat, and skill together if you rolled higher then them combined on the d6's you gain experience equal to the number past your stat+skill, in the skill being used. This is to show that you performed past your normal potential and learned a little.


The questions I have are well what do you think of this mechanic, how much do you think it could hold up in multiple types of genre. Does it seem clunky if so what could improve it. That's about it thanks a bunch guys.

~Seth~
MicroLite20 at www.KoboldEnterprise.com
The adventure's just begun!

Jasper

Seth,

Is it too clunky? Will in work in multiple genres? The answers will depend entirely on what you're doing with this mechanic. In a vacuum, there's no way to evaluate its effectiveness (other than to say, I see nothing terribly wrong with it.) Your topic is "I finaly got a good mechanic." But a mechanic is good if it works as part of the game it's in; if it helps you accomplish something. So for your mechanic to be good, bad, or inbetween, you have to have a goal for it; a game to put it in, in which it will have context. 
Jasper McChesney
Primeval Games Press

Andrew Morris

Well put, Jasper.

Seth, the roll+skill+stat model doesn't seem particularly "clunky" in and of itself. It's been used in many systems before, to good and bad effect. As Jasper points out, we need to know more about the context in which the mechanic will be used.

Just think about it in terms of designing just about anything else. It's like saying, "I'm designing a building, and I'm thinking about using pine. Will that work?" Uhh...maybe. It depends on what kind of building you're making. A doghouse? Sure, pine will work great. A jail? Hmm...not so much.

Do you see where we're coming from?
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