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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Opinions on my Resolution Mechanic  (Read 501 times)
thadrine
Member

Posts: 15


« on: January 14, 2009, 12:39:52 PM »

This is the basic mechanic of a game I am thinking about. It is based heavily off of Houses of the Blooded, but more with more flexibility, and hopefully not a lot complexity. 

The basic mechanic requires each player to narrate their actions. You then set a TN (target number) for your opponent to roll against. This is the result he has to get off a pool of dice. However, you may set aside dice, or Wager, them in order to increase the effect of the action. Also, narrating in the use of additional skills can add an extra die to the pool, this also gives you access to that other skills effect. Each skill in the game will have a Physical, Mental, and Social effect that you can use, but to use it you must narrate its use into the conflict. Similar effects can <
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dindenver
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Posts: 928

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« Reply #1 on: January 15, 2009, 02:43:06 PM »

Thad,
  OK, first, I think these mechanics are more complicated then you are letting on. I am not saying this is as complicated as HERO, but its not dead simple either.
  Second, this has a lot of potential, but I think there are some issues you want to work out:
1) How many APs will characters have, why did one have 7 and the other 8?
2) What happens if they have leftover APs?
3) Do you get one or many defenses for 1 AP?
4) What happens if you don't defend? Does the attacker still have a TN? If so, then "not defending" really means you are dodging around and stuff, just not concentrating on it? In your little description, you call it throwing yourself on their sword, but if you gamble too many dice for bonus successes, you can still miss, right?
5) Can you just narrate in skill synergy bonuses for free, or is there an AP cost?
6) Do you have to spend AP to get the effects of your skills?
7) Will there be armor and weapon bonuses? Will they result in more dice in the pool or more successes or?

  Seems like a good mechanic, hope you can get it more streamlined, let me know how play goes.
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Dave M
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thadrine
Member

Posts: 15


« Reply #2 on: January 15, 2009, 04:26:33 PM »

1. AP will range from 6-15. Currently I bases it off of the lower of two different skills plus five, speed and acrobatics now.
2. They may spend AP to boost any die pool on a 1-1 ratio. Lefter overs can carry over to the next round, to a maximum of 15. As AP only replenish at a rate equal to the lower of Speed and Acrobatics every round, but you start off with an AP pool of lower skill + 5. This actually represented rather well on the character sheet with a little slide bar you can move a token along.
3. You get 1 Defense for 1 AP, so it can be good to keep those in stock. Although, you will be able to spend a Fate point in order to get another action point.
4. I you can not Defend the TN is still set, however, you have no ability to soak damage or affect the conflict in any way. If you miss the TN you do nothing, your action has failed. Though, if you do not Wager dice you get only one success, no matter how much you beat the TN by.
5. Narrating a skill synergy bonus is completely free. It is your reward for better narration.
6. Nope, you pay for that with your narration....well at least I do not have any that require additional AP currently, that may change once I get them all written.
7. Armor and Weapons affect the Target Numbers set by the attacker and defender. But for the most they will be applied based upon the narration.

There will not be any kind of equipment list that is for sure, but there will be a very simple powers list. There is one power for all TN affecting abilities, and you can rename it to whatever seems appropriate. So as in the description the attacker used  a power called Accuracy, the same power could be purchased for a characters Endurance or Fighting and call it "armor", there is really no restriction on what you do only how hard it may be to narrate it. The power affects any TN that a particular skill sets, and as long as its name (you come up with it) fits the situation you can apply it to the TN. So you may purchase "Armor" for your fighting, but if all you say is that you are stabbing him with your sword then it does not really fit. But, if you say "I parry away his thrust with my armored forearm" then it would apply, and sound more interesting in the process.
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thadrine
Member

Posts: 15


« Reply #3 on: January 17, 2009, 11:50:48 PM »

Bump

Seriously...I need some more feedback so an I can continue wrighting
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