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Game mechanic core (looking for opinions)

Started by mercurian, December 16, 2004, 09:07:33 AM

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mercurian

I "came up" with this game mechanic. It goes as follows:

- Player rolls 1d10 or 2d6 (which ever suites your likes or the theme of play more) + modifiers (stat+skill+whatever, say the mods would usually range from 0 to 10, average mod being around 5 or so.)

- GM rolls either:
1) In case of "static" obstacle GM rolls a die or a dice pool depending on circumstances, involvement of luck, etc... Rolled dice could be for example:
- Routine 1d6 (avg. 3.5)
- Easy 2d6 (avg. 7)
- Chanllenging 3d6 (avg 10.5)
- Difficult 4d6 (avg. 14)
- Extreme 5d6 (avg. 17.5)
- Superhuman 6d6+ (avg. 21)

GM may vary the dice compinations as appropriate. For instance intead of 3d6 dice pool of 2d10 could be used. Also static number may be used:
- Routine 3+
- Easy 6+
- Challenging 9+
- Difficult 12+
- Extreme 15+
- Superhuman 18+

2) In case of opposed tasks GM rolls a check for the opponent just as players do (1d10 or 2d6+modifiers)

- Higher result wins or succeeds.
- Level of success is determined by the difference between the results.

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Question 1: This system is quite simple and conventional. But does it sound boring/old/"been-there-done-that" to you?
Question 2: What would you consider as the flaws and merits of this mechanic? Any improvement ideas?

Trevis Martin

Hi mercurian, welcome to the Forge!

Well you see it all depends.  Novelty of mechanics isn't my core concern when playing a system.  And I daresay it isn't for most people. How the mechanic fits with what you intend is more important.  

The mechanic seems like it would work fine.  The problem is I don't know what you are intending to use it for.  What kind of game is it?  What do the players do? What kind of goals do you have for it?  See the sticky at the beginning of this forum for a good idea of the kinds of info we need from you in order to help you out here.

It's kinda like saying "I came up with this new tool, is there anything wrong with it?"  It depends on if you are trying to drive nails with it, drive screws with it, or cut with it.  We need to know some context.

Can you give us anymore idea of what you're aming for?  Is this just a freestanding mechanic at the moment or are  you trying for something particular?

best

Trevis

mercurian

Hello all!

This is actually a variant of the current more simple system we are using for playtesting a post-apocalyptic sci-fi (a mongrel mixture with the feel of Battlestar Galactica, Chronicles of Riddick, Dune and Hyperion... + some own ideas too)

What I am looking for is a simple easy-to-adapt system which is semi-freeform/generic. In our playtesting we have used freeform traits, but I'm undecided wether we should use attributes with freeform skills/traits, but that's another story. Anyway, the point why I introduced this system out of context is because I'm hoping to develope a mechanic that's easily adapted to different genres.

We are using this (or actually the more simple version with static difficulty numbers) in a sci-fi RPG with a slightly heroic twist. Characters excel at what they are specialized in, and are about average in other traits. They can be tough, but one shot can be lethal.)

The question is actually about random difficulties. I've played a lot of roll versus difficulty systems, but I don't have some much experience in random difficulty systems. The idea of contested rolls where both sides roll against each other is logical to me, and now when I'm thinking about it somehow random difficulties seem logical also. Actually the all three systems: 1) rolling against 2) random difficulty 3) static difficulty, seem to have their places in game mechanics.
1) When task is opposed by another character
2) When circumstances are chaotic and changing (navigating through a storm, stockbroking, firing a moving target at range.)
3) When difficulty is about always the same (lifting a 100 kg weight, deciphering a class S5 encryption or jumping three meters)

Well, this is my mind flowing now... Any thoughts?