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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Dice Mechanic -Need a Help  (Read 484 times)
Kalladeron
Member

Posts: 3


« on: August 19, 2008, 10:05:59 AM »

Firstly, excuse me for possible English mistakes, I am Brazilian and as I believe that you know that English is far away from being our language mother. 
 
It is my first post, but I accompany the forum. Well, I am writing a RPG but I am with one of the worst problems, I have larger part of the developed rules, but any no basic mechanics, I know that it seems strange, but the reason is simple, I don't get to decide which method to use. 
 
The system is for a medieval scenery, actually no so medieval. I thought about doing a Power 19, but the post would be too big. 
 
The system that I am trying to do needs to be two things: fast and with a clear system of success and flaw. The most obvious answer would be a mechanics pool, but I don't like values of attributes and such low expertise (average 3), while you value high (average 5, as I wanted) they will create very big pools. 
 
In that requirement two mechanics they appeared me, the bad is that both are already published: the unisystem (Buffy and Witchcraft) and Fading Sun. The positive point is that both systems get to have a mechanics of successes egg whites, in Buffy to each three points above 8 is a success (he/she had thought about the each 2 points) while in Fading to each three points happens a success (he/she had thought about the each 4 points). The problems. I want that the flaws for big margins result in drastic effects, as the effect that you/they happen in D&D with flaws for 5 or more. If it applies the same proportion a flaw for two or more is a dramatic " flaw ", which is extremely low in my opnion, because in a test with 70% of success chance (using a d10) there is a chance of critical flaw of 10%. To increase the data as 2d10, rarely the character fails, because with an average 5 for attribute + expertise the medium result in the data will be 16, the double of TN 8. Maybe to change basic TN and to use 2d10 is the solution, but I don't get to decide a reasonable " number ". 
 
The problem of the fading is different. The attribute average + expertise in my system should give something around 8, at the most 10. I know that the average is similar to it of Fading Suns, but to have a success chance the fading it uses bonus from +2 to +10, something that leaves me unsatisfied. I believe that it is faster, and easy, to work with penalty than with bonus, in addition if the call " easy " test is the pattern, it is strange (IMO) to give bonus. 
 
I am " really desperate " so much that I am thinking seriously about abandoning the project. I don't want a system or mechanics new fall of the sky, I only want to have an opnion of what would be better to fit with the premises of the system. 
 
Forced to all.
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imago
Member

Posts: 36

Ian Berger


« Reply #1 on: August 19, 2008, 10:37:38 AM »

Hey, welcome to the Forge!

Firstly, excuse me for possible English mistakes, I am Brazilian and as I believe that you know that English is far away from being our language mother.

Hey, it's ok. You're not the only one (I, for instance, am Chilean). People here are very understading,

Quote

It is my first post, but I accompany the forum. Well, I am writing a RPG but I am with one of the worst problems, I have larger part of the developed rules, but any no basic mechanics, I know that it seems strange, but the reason is simple, I don't get to decide which method to use.

The system is for a medieval scenery, actually no so medieval. I thought about doing a Power 19, but the post would be too big.

FIrst, I advice you to do the Power 19, even if you don't post it here - it's more useful than it seems. And I also advice you to post it, because it would provide us with greater insight of what you are trying to accomplish.

Second, (how) does the setting effect your game? How Effective will characters be on that setting, and why?

Quote
The system that I am trying to do needs to be two things: fast and with a clear system of success and flaw. The most obvious answer would be a mechanics pool, but I don't like values of attributes and such low expertise (average 3), while you value high (average 5, as I wanted) they will create very big pools.

Why was that the most obvious answer to you?

By the way, do you know about One Roll Engine (ORE) system? You roll a bunch of d10 (never more than 10, never less than 2; 4 to 6 depending on setting is the average), look for matches. There is (lot) more to it but those are the basics.

Quote
In that requirement two mechanics they appeared me, the bad is that both are already published: the unisystem (Buffy and Witchcraft) and Fading Sun. The positive point is that both systems get to have a mechanics of successes egg whites, in Buffy to each three points above 8 is a success (he/she had thought about the each 2 points) while in Fading to each three points happens a success (he/she had thought about the each 4 points). The problems. I want that the flaws for big margins result in drastic effects, as the effect that you/they happen in D&D with flaws for 5 or more. If it applies the same proportion a flaw for two or more is a dramatic " flaw ", which is extremely low in my opnion, because in a test with 70% of success chance (using a d10) there is a chance of critical flaw of 10%. To increase the data as 2d10, rarely the character fails, because with an average 5 for attribute + expertise the medium result in the data will be 16, the double of TN 8. Maybe to change basic TN and to use 2d10 is the solution, but I don't get to decide a reasonable " number ".

Well, it seems to me that those systems are intended to make Effective characters less able to fail and, in that case, by little margin, while you seem to have a different goal in mind.

Quote
The problem of the fading is different. The attribute average + expertise in my system should give something around 8, at the most 10. I know that the average is similar to it of Fading Suns, but to have a success chance the fading it uses bonus from +2 to +10, something that leaves me unsatisfied. I believe that it is faster, and easy, to work with penalty than with bonus, in addition if the call " easy " test is the pattern, it is strange (IMO) to give bonus.

See, this is where I personally disagree. You should roll ("Say 'Yes' or roll") only when it's important. Now, I'm not saying that easy tasks shouldn't be unimportant on your game, but why should you roll (with a chance to fail) for easy tasks?

Actually, the question is "what is at stake when you roll?"

Quote
I am " really desperate " so much that I am thinking seriously about abandoning the project. I don't want a system or mechanics new fall of the sky, I only want to have an opnion of what would be better to fit with the premises of the system.

Well, I think we really need the premises of the game, rather than just the system. Could you expand on this?
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Narrativist on a Simulationist world that wants to be Gamist
Kalladeron
Member

Posts: 3


« Reply #2 on: August 19, 2008, 12:52:29 PM »

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Kalladeron
Member

Posts: 3


« Reply #3 on: August 20, 2008, 12:00:27 PM »

Yesterday I read O.R.E (unhappily no everything) and it came me a mechanics roll and keep based on him. It would be like this: 
 
1 - the medium value of the attributes would be five being ten the human maximum. The skill also vary from zero to ten. 
 
2 - when a test is accomplished the player rolls his/her attribute + 1 in d10. Same values count as successes. The player can " keep " a success number same to his value of the skill+1. 
 
3 - the difficulty of the test is determined in number of successes or decrease of the total of rolled data (I still didn't decide). 1 success is the necessary minimum to be well happened. 
 
4 - it is never rolled more than 10 data. In case the total of data is larger than ten, he is considered that he got an automatic success.

I am still not sure if I will adopt her. I think the model task faster and easy roll of being interpreted.
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