Forum changes: Editing of posts has been turned off until further notice.
Started by rumble, October 01, 2002, 07:25:22 PM
Quote from: M. J. YoungIn reviewing this thread, I realized that Rumble didn't suggest what kind of die mechanic would be used to determine success or failure; and Mike's comments about numbers of successes put me in mind of a dice pool mechanic.It would have more dials/switches than I like, but I could imagine something like this working. If the number of dice rolled was based on the character's ability, and the target number was based on the opponent's ability, there could then be a fixed number of successes based on kinds of action--X for blocking (which in this scheme should be limited to reducing damage, not eliminating it, or you wind up with one of those perpetual miss schemes), Y for escaping (depending on how your initiative scheme works, this would end combat), Z for attacking. Thus as soon as the dice hit the table, everyone knows what action you can perform successfully, and you choose from among those at which you would be successful--unless of course you fail entirely, in which case you would do nothing that round.--M. J. Young
Quote from: wfreitagThis does sound cool.There's one potential problem with the Destiny number, which is that there will be, for any given die type, a pretty clear optimum Destiny to maximimze one's expected successes per roll.
Quote from: wfreitagBut perhaps the player-character's Destiny score isn't a matter of player choice. If a gradual increase of the Destiny score (from an initial low value) is an inevitable progression during play, then this would become one of those long-term story arc mechanisms in which the system changes the nature of the character's protagonism over time. And a rather nifty one at that.
Quote from: wfreitagThere's one potential problem with the Destiny number, which is that there will be, for any given die type, a pretty clear optimum Destiny to maximimze one's expected successes per roll.
Quote from: Mike Holmes... there is the obvious choice of going high so that you'll have a wider range of success. Despite failing more often, some players would prefer to trade this for the possibility of stellar successes. In addition, there are the bonuses and penalties to the roll. Each of the positions takes advantage of these to some extent. (assuming that I am correct in my reading that the bonuses and penalties listed apply to the Destiny rolls).
QuoteThat said, I think I like the random drift of destiny idea. Could lead to interesting pacing.
Quote from: Mike HolmesRandom was an overstatement. I meant something more like drifting with the pace of the game, or something like that.
QuoteAnyhow, if you do not allow the bonuses to the Destiny die roll (and I can see why you woudn't want to), then I'd agree with Walt that the middle is looking pretty good. I think that few players would go with the very stable low end where you get one success almost always, and never more. Pretty boring.