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Indie Game Design
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[Karbon] A New Mechanic
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Topic: [Karbon] A New Mechanic (Read 388 times)
Jason Petrasko
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Rocking out!
[Karbon] A New Mechanic
«
on:
September 10, 2004, 04:25:48 PM »
Ok, I have decided I would like to move away from the layered system and towards a player-choice centered system. A system where doubt is the real issue. Here is what I've come up with, and I'm wondering what people think.
The five Traits are rated with 4-9 ranks. Human average is three ranks, your always better than that.
The mechanic deals with both cool and doubt. Cool embraced the high-action element of the game, and Doubt embraces the 'Are you a Karbon?' issue.
For action resolution you compare acting rank to opposing rank. If the acting rank meets or exceeds the opposing it's a positive action, otherwise a negative.
Positive actions simply succeed without a dice roll. They can fail if the player wants, allowing them to earn cool with vivid description of the why they failed.
Negative actions require a 'penalty' roll. This is a six-sided die plus the excess opposing ranks (max. of +3). A certain amount of penalty is gained based upon the roll.
Now they have a choice. Fail and earn no penalty, or Succeed and earn the rolled penalty.
Unless the penalty is blocked by character specifics (lace/history) it will become doubt,
You can see the mechanic in the new evolving PDF here:
http://karbon.greyearth.com/pdf/Karbon_2.pdf
That's it. Does that sound like it achieves the two aforementioned goals? Any ideas for improvement or streamlining?
Thanks,
Jason
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