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RPG Theory
Major Methods of Mechanics
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Topic: Major Methods of Mechanics (Read 866 times)
ksarith
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Posts: 6
Major Methods of Mechanics
«
on:
February 23, 2004, 02:41:35 PM »
When I went looking to choose the attributes, I forgot to start at the very basic level of a system. I am just BS'ing my way through this fraction of a thought, so people will just need to bear with me. I am trying to isolate as many methodologies (for how attributes interact with skills and combat and how skill tests are resolved) that I can.
The methods I can currently think of:
1. Table Modifiers (Major Examples Palladium Combat, AD&D 2nd ED, D20[highly simplified table but still a table though constructed by an algorithm]) This is probably easiest form of mechanics to create because if there are discrepancies then the tables can be updated or new modifiers can be created.
2. Direct Percentages (Palladium Skills, Marvel SuperHeroes[+ column shifts])
3. nDt argument (DeadLands, WoD [white wolf uses a constant t of 10]) generally works best with levelless systems.
4. Retests (MET, Most LARP's)
5. Voting (Came across a discussion on this... the player and GM propose a solution and players vote on the outcome. I haven't seen it in play and don't expect it to be a good solution, but it is a possible method.). Theoretical as far as I know.
Please help me expand this list. I am still trying to find a good method for navigating the forum (Too much variation on concept names for me to be effective... yet. When there is Chaos I am forced to grow and develope as a means to compensate.) Further examples and explanations of the examples would be nice, or if this is a redundant post a link to the other(s) would also be nice.
Ksarith
When I talk of combat I am implying situations involving extreme amounts of stress, and adrenalin is bound to kick in for the average character.
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M. J. Young
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Posts: 2198
Re: Major Methods of Mechanics
«
Reply #1 on:
February 23, 2004, 08:18:29 PM »
Quote from: ksarith
2. Direct Percentages (Palladium Skills, Marvel SuperHeroes[+ column shifts])
I'm not sure whether this is attribute+skill+modifiers, which seems a common system. If so, you've got that.
I think substitution is one to consider.
Legends of Alyria
is the first place I've seen it, but there it's a matter of substituting traits for attributes, not skills. Still, the idea of rolling against either an attribute or a skill (where the skill gives a better chance of success) creates a default roll for all skills not listed.
--M. J. Young
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