Topic: Has it been done?
Started by: CKNIGHT
Started on: 2/4/2009
Board: First Thoughts
On 2/4/2009 at 7:14pm, CKNIGHT wrote:
Has it been done?
Here is a brief storytelling mechanic I've been kicking around.
Attribute + Attribute + Competence + Focus + Tool
The players roll dice to get success.
Success are decided per die.
result of 4 is one success, 8 is two success, and 12 is three success
Characters have the basic six attributes.
Might, Agility, Mind, Cunning, Presence, Conviction
Each ranked with a die(d4 d6 ....)
Task require two attributes that are most useful.
example: melee strike (might/1d8 & agility/1d6) result 3,4 = 1 success
Competence is a area of common skills that may or may not have a die rank.
Combat, Athletics, Persuasion .....
These are added to relevant task.
example: swimming (might/1d8 & agility/1d6 & athletics/1d8) result 4,5,8 = 4 success
Focus is specific skill that may have a ranked
Pistols, Intimidation.....
These are also added to a specifc task.
example: Intimidation (presence/1d8 & might/1d6 & persuasion/1d8 & intimidation/1d6) result 4,5,2,4 = 3 success
Tool used by the character also has a rank. Weapons also have dmg per success values.
swords, med kits,
Any time the tool is used roll its rank.
example: shooting a pistol (agility/1d6 & cunning/1d8 & combat/1d8 & pistols/1d6 & revolver/1d6)
result 4,5,8,2,4 = 5 success
Does this look like anything else that's out there?
On 2/4/2009 at 10:23pm, Bert wrote:
Re: Has it been done?
I don't think it matters if looks like anything else out there or if its been done before, unless you want to jaw about it with somebody who's been down the same road. Saying that, I haven't seen anything like this.
Seems kind of neat to me.
Have you done any work on the probabilities? With five dice to roll you're going to get some fairly steep bell curves.
What do the number of successes mean? Do you need to get a fixed number of successes to come out on top? Does somebody roll for an opponent if its a contest? How do characters fail? Do the answers to these questions explain why you call it a story telling mechanic rather than an action resolution system?
Bert
On 2/4/2009 at 11:50pm, chance.thirteen wrote:
RE: Re: Has it been done?
Simple note: You could also total all the dice, then divide by 4. This adds weight to each additional die as even if they roll a 1, the totalk result is that much closer to another success. This needs careful consideration on the value of any extra dice beyond the basic two.
On 2/5/2009 at 11:27am, Creatures of Destiny wrote:
RE: Re: Has it been done?
Counting the fours is faster though - especially when you roll lots of dice - and with this system you'll certainly end up rolling lots of dice before long!
On 2/5/2009 at 7:06pm, CKNIGHT wrote:
RE: Re: Has it been done?
Bert wrote:
I don't think it matters if looks like anything else out there or if its been done before, unless you want to jaw about it with somebody who's been down the same road. Saying that, I haven't seen anything like this.
Seems kind of neat to me.
Have you done any work on the probabilities? With five dice to roll you're going to get some fairly steep bell curves.
What do the number of successes mean? Do you need to get a fixed number of successes to come out on top? Does somebody roll for an opponent if its a contest? How do characters fail? Do the answers to these questions explain why you call it a story telling mechanic rather than an action resolution system?
Bert
Hi Burt
No work on probabilities yet.
Most checks would be need at least 2 successes.
Obviously harder challenges would require more.
Yes opposing rolls are made.
example: Conan swings club at David, David attempts to parry and stab with knife.
Conan rolls; might/1d12, agility/1d6, combat/1d6, and his club1d6(1 damage per success)
Result; 9, 3, 5, 4 [ 4 successes]
David rolls; might/1d6, agility/1d6, combat/1d8, short blade focus/1d6, and his knife(1d4 2 damage per success)
Result; 3, 4, 5, 4, 3 [3 successes]
Conan barely connects with David, delivers 1 damage
Characters who roll no successes are penalized by losing will/ego points along with in story penalties.
At least one success will by-pass point reduction.
I guess so,? So far its just on paper and in my head. No real play testing yet.
Chance13/Creatures of Destiny
Thanks for input. For now I am going to stick to multiples of 4 per die.
On 2/5/2009 at 9:09pm, Bert wrote:
RE: Re: Has it been done?
Keep at it. Its interesting.
I like the way you break an action down into the different factors. Nice, clean and simple. Presumably the step die scale is d4, d6, d8, d10, d12? That gives the counting multiples of 4 a very nice aesthetic.
You give a combat example and mention damage. How are you working damage? Is a point of damage deducted from a hit point total or something similar, or does the damage indicate a level of description (with fixed penalties) promoting good story telling, or something else entirely?
Bert
On 2/6/2009 at 2:51am, CKNIGHT wrote:
RE: Re: Has it been done?
Bert wrote:
Keep at it. Its interesting.
I like the way you break an action down into the different factors. Nice, clean and simple. Presumably the step die scale is d4, d6, d8, d10, d12? That gives the counting multiples of 4 a very nice aesthetic.
You give a combat example and mention damage. How are you working damage? Is a point of damage deducted from a hit point total or something similar, or does the damage indicate a level of description (with fixed penalties) promoting good story telling, or something else entirely?
Bert
Thanks and yes d4, d6, d8, d10, d12, & d20(super human power)
For now the Might Attribute governs hit points.
d10 = 10 hit points
Weapons do damage per success; knife 1 dmg, rifle 3 dmg
Armor reduces damage from total before being applied to hit points
I'm also "borrowing" the bash/lethal descriptors
For the most part it is not that different from the traditional StoryTelling systems.
On 2/6/2009 at 6:42am, ShallowThoughts wrote:
RE: Re: Has it been done?
Although I agree with a previous poster that you shouldn't really worry if it's been done..
Have you checked out Savage Worlds? Sounds vaguely similar, to me.
On 2/6/2009 at 11:34am, Bert wrote:
RE: Re: Has it been done?
Hmm. I don't know much about Savage Worlds, but I do know it uses a step die mechanic - as is the case here. I think you roll 1 die , re-rolling maximum results and adding and compare to a difficulty score. Thats one die. Knight is using multiple step dice for compound effect.
The Window is another example of a game that makes good use of the step die mechanic, and its pretty cool - but again, you only roll one die. Earthdawn is another game that uses a step die mechanic (d4,d6, d8, d10, d12, 2d6, 1d8+1d6 etc.), but while you may roll multiple dice the number seldom goes above 2 and is based on a single compound ability level.
Knight has replaced compound addition of ability scores leading to a single step die with compound effect based on multiple step dice. I've not seen that before.
There's also the fact that Knight is counting multiples of 4 instead of adding face values. Its a bit like the standard dice pool mechanic of counting results above a certain level as a success. Like Burning Wheel, where you roll d6's and count all results of 4 or more as a success. But in this system a single die can give you more than one success, depending on how good you are.
Its a funky hybrid of dice pool and step die mechanics.
My problem is I can't get my head around the probabilities, and my math isn't up to doing anything about it.
Bert
On 2/7/2009 at 3:17am, CKNIGHT wrote:
RE: Re: Has it been done?
ShallowThoughts wrote:
Although I agree with a previous poster that you shouldn't really worry if it's been done..
Have you checked out Savage Worlds? Sounds vaguely similar, to me.
Hello ShallowThoughts,
The reason I ask, is just out of curiosity?
Most RPGs use the same lego bricks just stacked differently to resale to the same audience that already has all the pieces just not in the same colors.
So I figured it was already applied somewhere.
Yes, I've played Savage Worlds, and it did get the ball rolling this direction.
Thanks for input.
On 2/8/2009 at 1:36am, Bert wrote:
RE: Re: Has it been done?
Wordman has posted a topic called "what do you want to know about probabilities".
He might be able to help you get a feel for the probabilities in your system. It would give you some insight into how your game would function in play. All I can manage is to figure out how likely a result of less than 2 is for a given set of dice. The number of permutations stops me from going any further.
Bert
On 2/9/2009 at 5:24pm, Lord Skeletor wrote:
RE: Re: Has it been done?
CKNIGHT wrote:
Does this look like anything else that's out there?
Yes.
Except for the tool part, it looks a bit like the Sanguine Productions system for Jadeclaw, Ironclaw (and their Usagi Yojimbo variant).
Perhaps should you should give it a glance ?
On 2/12/2009 at 4:58pm, Chronologist wrote:
RE: Re: Has it been done?
I quickly crunched the probablilites, and they work out just fine.
Die Avg successes
d4 ¼ (3x0 + 1x1 / 4)
d6 ½ (3x0 + 3x1 / 6)
d8 ¾ (3x0 + 4x1 + 1x2 / 8)
d10 1 (3x0 + 4x1 + 3x2 / 10)
d12 1 ¼ (3x0 + 4x1 + 4x2 + 1x3 / 12)
So, each die step, on average, gives 1/4 of a success. If you have a d6, d6, d8, d4, and a d10, they should add up to (2/4 + 2/4 + 3/4 + 1/4 + 1 =) 3 successes on average.
The system looks clean, fresh, and pretty balanced. I'd like to see the mechanics for buying attributes and skills, though.
On 2/14/2009 at 4:49pm, CKNIGHT wrote:
RE: Re: Has it been done?
Thanks for reference Skeletor,
Quick crunch also appreciated,Chrono
Well, my post seems to have been answered.
I'll be working on theme and setting now.
I will post a power 19 and a character generation after a few test plays.
Thanks again builders and shapers.
CKnight