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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 69 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: yet another core mechanic I'm toying with  (Read 1053 times)
John Blaz
Member

Posts: 77


« on: September 27, 2008, 05:04:37 PM »

Hey everyone, I've been trying to come up with a system for a fantasy and modern day survival horror RPG for a while now. I have a decent idea of the settings and such for both, but have yet to decided 100% on a system. I like "success level" systems (like World of Darkness) where characters have the chance to get multiple successes on their actions which shows how well they've performed on a skill, or damage or what-have-you. So here's my thought:

multiple d20s under the character's relevant skill rank
Stat rank equals number of d20s to roll (stats max out at 5 or so maybe)

so punching would work out as: Strength 3, Punching skill 12
roll 3d20, each one under 12 counts as a Success.

The reason I like this approach is that multiple modifiers can be stacked onto the character's skill level. So, say a character is sniping with an accurate rifle. The rifle may add +2 to their skill, if they lay prone they might receive another +2, it's foggy out so they receive a -4 etc. etc.

I know you guys are the masters at this sort of thing, just wondering if this is a feasible idea or not.
I'm also wondering if certain situations should modify the dicepool, or if that randomizes things too much.
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Vulpinoid
Member

Posts: 803

Kitsune Trickster


WWW
« Reply #1 on: September 27, 2008, 08:26:10 PM »

If you were going to use a system that modified both the difficulty thresholds/roll results, as well as the size of the dice pool, I'd make sure the modifiers applied in completely different ways.

An option could be to have one set of modifiers be internal, while the other one remains external.

Fog, visibility, cover, unforeseen difficulties, assistance from tools and things that affect the chances of success from a external perspective would increase or reduce the skill level/difficulty threshold.

Injuries, confusion, drugs, internally focused mystic influences and things that affect the chances of success from within would increase or decrease the dice pool.

Keeping the two separate would reduce the possible confusion. Don't get me wrong, it won't eliminate the confusion completely...you'll still get confusion, especially when people try to work out what's an internal and what's an external modifier, but a decent list of examples should help remedy this.

Just an idea...

V
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A.K.A. Michael Wenman
Vulpinoid Studios The Eighth Sea now available for as a pdf for $1.
John Blaz
Member

Posts: 77


« Reply #2 on: September 29, 2008, 07:05:20 AM »

Still waiting on some more feedback before I make any decisions, might have to move this to another board...?
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hoefer
Member

Posts: 68


« Reply #3 on: September 29, 2008, 07:57:25 AM »

My Century's Edge system has all sorts of ways a roll might be modified.  This isn't necessarily a good thing as Vulpinoid pointed out.  After confusion in early playtesting, I tried hard to organized the conditions under which the different types of modifiers would come into play. 

As he said, interenal situations vs. external situations is a nice division. 

I also tried to delineate in the narrator's section how the different modifiers affect the roll -so the narrator would know whether a situation would call for a Bonus Factor or a bonus die (in my system a Bonus Factor tends to have a much larger impact, pushing numbers to the greater success levels.  Where as, bonus dies tend to increase the chance of success but still keep it within the average range of success -if that makes sense).  Giving the narrator a lot of tools is nice, but you have to label them and justify their existance...
Louis Hoefer
www.wholesumentertainment.com
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soundmasterj
Member

Posts: 120

Must... resist... urge to talk GNS...


« Reply #4 on: November 01, 2008, 03:32:54 PM »

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Jona
Vulpinoid
Member

Posts: 803

Kitsune Trickster


WWW
« Reply #5 on: November 01, 2008, 07:08:11 PM »

I'm just wondering how you are speaking out against me.

I proposed an option for simplifying things (especially with regard to speeding up game play). The internal/external divide seemed to make sense based on the initial suggestion of modifying both pool size and die results. The list of tables was just a opening suggestion for how these might be incorporated.

Besides, I'm strongly of the opinion that other perspectives are good.

My follow-up question is where the blue and red dice come from? Are they always added to every skill attempt? Are they bonus dice available through expenditure of a meta-game resource? Why add these into a mix if the aim is to avoid complicating things?

V
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A.K.A. Michael Wenman
Vulpinoid Studios The Eighth Sea now available for as a pdf for $1.
soundmasterj
Member

Posts: 120

Must... resist... urge to talk GNS...


« Reply #6 on: November 02, 2008, 01:57:52 AM »

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Jona
soundmasterj
Member

Posts: 120

Must... resist... urge to talk GNS...


« Reply #7 on: November 02, 2008, 07:57:19 AM »

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Jona
David C
Member

Posts: 262

lost in the woods...


« Reply #8 on: November 02, 2008, 11:34:50 PM »

I didn't read the rest of the replies, so forgive me if this has been mentioned or become irrelevant. 

What if instead of the traditional "Difficulty number" + "Dice for success" you did the opposite.  Instead, you have a skill level ranging from 2-20.  The GM then assigns a difficulty, 1-5.  1 is very hard, 5 is very easy.   Successes are determined by how many you roll under your skill.

Alternatively, if the game you want to be playing uses the traditional roll+modifier mechanic, have you ever considered making successes be how much you succeed by?  For example, if you succeed by 10, you get two successes instead of the 1 success you got for rolling above the difficulty.
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...but enjoying the scenery.
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