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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: JSS on June 23, 2019, 11:31:35 AM

Title: Another game mechanic idea
Post by: JSS on June 23, 2019, 11:31:35 AM
I've been working on an idea recently, and couldn't decide between two basic mechanics which one I liked best, so I posted the first one on here a couple of days ago. Now I'm sharing the second idea, to see which one gets the most favourable feedback:

https://drive.google.com/open?id=14vkBE9Lxdp5WmGi_aaKaTJguvNekSL7q (https://drive.google.com/open?id=14vkBE9Lxdp5WmGi_aaKaTJguvNekSL7q)

Thank you in advance for any and all comments  :)
Title: Another game mechanic idea
Post by: Stephen Tannhauser on June 24, 2019, 12:27:48 PM
I'll admit right up front that I like this version a lot better than the previous one, simply because it's a lot simpler and easier to grok.  However, as Trechriron noted, there are a lot of people who still love tables too, so my opinion is not necessarily representative.

The one thought I had was regarding the use of the extra d20 to provide critical results. I was thinking that rather than have a 1 turn a success into a failure (which is an immensely frustrating result, especially if the 2d10 scored particularly high), or a 20 turn a failure into a success, you could create a middle-of-the-road result called a Complication (on a success) or Fringe Benefit (on a failure).  Basically, this means that a success is mitigated by a bad side effect or twist, or a failure is mitigated by at least one partial benefit. Since using a d20 as your critical die means 1 in every 10 rolls, on average, is going to see fluke results, this might bring a slightly stabler feel to the middle of your results curve.

It also occurs to me that player vs. player may be the one place you want to let both sides roll dice, instead of the higher Stat/Talent taking a flat +10.  Players always want to feel like they're taking an active part in event resolution (or at least, I do). But more input there is probably a good idea as well.
Title: Another game mechanic idea
Post by: Tod13 on June 24, 2019, 01:33:05 PM
You might get more responses if you post details here. A lot of folks (maybe mostly us older folks) dislike having to go to someone else's Google docs to read something.
Title: Another game mechanic idea
Post by: StevenRow11 on August 27, 2019, 02:19:01 PM
Quote from: JSS;1093285
I've been working on an idea recently, and couldn't decide between two basic mechanics which one I liked best, so I posted the first one on here a couple of days ago. Now I'm sharing the second idea, to see which one gets the most favourable feedback:

https://drive.google.com/open?id=14vkBE9Lxdp5WmGi_aaKaTJguvNekSL7q (https://drive.google.com/open?id=14vkBE9Lxdp5WmGi_aaKaTJguvNekSL7q)

Thank you in advance for any and all comments  :)

The rules and procedures that guide the player and the game response to the player's moves or actions.A mechanic is a person who builds or repairs engines or other machines. Mechanics are trained to use special tools and often work in shops or garages.
Title: Another game mechanic idea
Post by: Catelf on August 27, 2019, 04:03:04 PM
Quote from: Stephen Tannhauser;1093402
I was thinking that rather than have a 1 turn a success into a failure (which is an immensely frustrating result, especially if the 2d10 scored particularly high), or a 20 turn a failure into a success, you could create a middle-of-the-road result called a Complication (on a success) or Fringe Benefit (on a failure).  Basically, this means that a success is mitigated by a bad side effect or twist, or a failure is mitigated by at least one partial benefit. Since using a d20 as your critical die means 1 in every 10 rolls, on average, is going to see fluke results, this might bring a slightly stabler feel to the middle of your results curve.
Personally, i utterly hate those "added complication" things, as it is often what triggers certain people to talk about "failing forward" and similar.
Now, even though i will suggest something that may seem as the same thing or at least similar, it is at least much easier to present:

The extra getting 20 mean you may somehow perform another action.
Essentially, whatever you did, you did it so effective or fast that you may do it again, or something else.
The extra getting 1 means you fumbled, tripped, dropped a weapon or a tool, or that a tool or a weapon got stuck somewhere during the action that may or may not have been successful.
Either way, you need to spend one action to recover the weapon or tool, or to stand up.
Notice that neither affect whether the original die was successful or not.
Also, the "added complication or bonus" is very easy to keep track of.