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My Mechanics (LONG!!!) (and Editted with new stuff)

Started by kevin671, October 01, 2002, 06:12:58 AM

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JMendes

Hey, :)

Quote from: kevin671I much prefer to make "opposed" tasks that little bit more random.

Er... less random, you mean. Remember, once you go the opposed route, the overall result tends to be a more balanced, center-heavy distribution (there's a name for this... anyway, it's the 4th order momentum of the distribution). What it comes down to is that this means that opposed rolls are actually less random than unopposed ones. Some might consider this counterintuitive. I consider it highly intuitive.

Quote from: kevin671 alsoI don't like players sitting there thinking "O.K.  I need to roll a 4 or lower to beat this guy."  

All too many times in RPG sessions I have had players get way too cocky about how skilled their characters are.  The calculate exactly how high the roll is that they need to succeed at a given task, and they base what they do on that.  What I'm trying to do here is encourage a little more "strategic though" on the part of the player.  Instead of about thier probability for success determining thier actions, I'm trying to force them to think about ways to improve thier chances for success.

Far from me to agree with Mike ;), but I can't see why, if this is important for you when fighting someone, it wouldn't be important when climbing a cliff or jumping a... lava river. (I'm tired of the same old chasm, plus I don't like the way it's pronounced.) What I'm driving at is, I don't see the strength of your argument against having all the rolls opposed. Basically, I'd like to point out that, in general, this particular design goal, as stated, is antagonic to "I'd like to keep the dice rolling to a minimum."

Cheers,

J.
João Mendes
Lisbon, Portugal
Lisbon Gamer

kevin671

The reason I don't want to have all rolls opposes is that I don't believe that "the task itself" can oppose someone doing it.  This is where the difficulty modifiers come in.  I don't want some poor GM sitting there trying to set a "stat" for the task to roll under...some people are good at this type of thing, others are not.  Bottom line:  I'm going for a measure of simplicity, not so much simplicity as to drastically alter my vision.  I do see the point of having one task resolution system, but in this case I feel that it would actually end up further complicating my system.

BTW:  I'm removing the Extended and Cooperative Task resolution systems, because I just realized that they are not necessary.
"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened

JMendes

Hi, :)

Hmm... Well, before I start, I would like to make perfectly clear that my opinions are just that: opinions. They shouldn't even have the strength of suggestions. They are opinions. Nothing else. That said...

Quote from: kevin671This is where the difficulty modifiers come in.  I don't want some poor GM sitting there trying to set a "stat" for the task to roll under...

Explain to me how coming up with a 'task stat' is harder than coming up with a 'difficulty modifier'. And if it's a matter of guidelines, guidelines can also be given just as easily for both.

QuoteBTW:  I'm removing the Extended and Cooperative Task resolution systems, because I just realized that they are not necessary.

Can you expand on this?

Cheers,

J.
João Mendes
Lisbon, Portugal
Lisbon Gamer

kevin671

QuoteExplain to me how coming up with a 'task stat' is harder than coming up with a 'difficulty modifier'. And if it's a matter of guidelines, guidelines can also be given just as easily for both.

This one's easy.  The "difficulty system" will be such that the GM can decide exactly what penalties to apply based on a whim (if he so desires).  When shooting at someone with cover, for example, the GM decides that th target has decent cover, and sets a penalty of -3.  This is easier (in my opinion) and quicker (in my opinion) than setting a difficulty level.

QuoteBTW: I'm removing the Extended and Cooperative Task resolution systems, because I just realized that they are not necessary.


Can you expand on this?

What would you like me to expand on?  Do you want to know what the systems were going to look like?  Or are you looking for something else?
"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened

JMendes

Hi, :)

Ok, I understood your point about how coming up with modifiers might be easier (and thus faster) than coming up with the 'stat', which presumably would have to encompass the whole difficulty of the task.

Quote from: kevin671
Quote
QuoteBTW: I'm removing the Extended and Cooperative Task resolution systems, because I just realized that they are not necessary.
Can you expand on this?
What would you like me to expand on?  Do you want to know what the systems were going to look like?

I was aiming to know what the systems were going to look like and why you realized they aren't necessary. Just so maybe I could comment on it. :)

Cheers,

J.
João Mendes
Lisbon, Portugal
Lisbon Gamer

kevin671

I'm not sure what the systems were going to look like.  They were "in development" when I decided I didn't need them.  I just realized that my initial concept for cooperative tests offered little benefit for individuals attempting to perform them.

I realized that such systems were largely over-complicated, so I have done away with them.  If a GM must, he can break larger tasks down into smaller components, assign them to different characters, and call for rolls from each player.  Seems simpler that way, rather than doing a buch of meaningless calculations.
"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened

kevin671

Just to let everyone know:  I haven't forgotton about the forge.  I've been busy.  Between work, and designing my game, I've been really busy.  I hope to be posting something soon.
"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened

kevin671

So I editted some new stuff into the initial post.  Take a look.
"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened

Ron Edwards

Ouch. Actually, Kev, please don't edit standing posts ever again, except for (say) spelling or something like that. It renders all the subsequent posts meaningless, and the Forge is very much dedicated to preserving the dialogues and counter-arguments as they occur.

In the future, just post the new stuff or revised text (all of it, even) at the end of the thread, or start a new one.

Thanks,
Ron

P.S. No blood no foul, you're not being spanked or anything. But them's the rules, from now on.

kevin671

Sorry, Ron.....Didn't realize that.  I'll do that in the future.
"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened

Christoffer Lernö

Kevin, you should maybe consider writing a new posting about it. I feel reluctant to go and comment anything since I don't know what comment belongs to what version.
formerly Pale Fire
[Yggdrasil (in progress) | The Evil (v1.2)]
Ranked #1005 in meaningful posts
Indie-Netgaming member

kevin671

"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened

kevin671

"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened

Christoffer Lernö

If you're thinking about writing links that link to an article, you simply copy the url and paste it into the bbcode link tag.

It would look something like this in the editor:
here is goes the text you want to put a link on

If you wanted to make a link that displayed your old thread if someone clicked on it. The whole "http..." is simply copied from the article url.
formerly Pale Fire
[Yggdrasil (in progress) | The Evil (v1.2)]
Ranked #1005 in meaningful posts
Indie-Netgaming member

kevin671

"Know thyself,"  the master said to me "lest I verily clout thee over thine head with a really big stick and take thine shoes, thine coat, thine hat, thine wallet and thine watch."

And thus I was enlightened