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Base Mechanics for Diceless Games

Started by HinterWelt, March 12, 2009, 08:34:47 PM

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HinterWelt

Quote from: GrimGent;289425In the case of diceless games, however, bidding of one sort or another is a relatively reliable way to bring in an element of uncertainty, as is the tactical exercise of having to decide just how much succeeding right now matters to you when the resources required for it might still be needed during possible conflicts in the near future.

Not arguing in the least. I just wanted to clarify my statement and why I view it as a transaction. Purely subjective.

Thanks.
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HinterWelt

Quote from: Malleus Arianorum;289420Inventory
 
This diceless game is a subsystem that underlies virtualy all RPGs except D&D 4th edition.
 
It works by getting the GM's permission to posess mundane items that work like their real world counterparts without any dice rolling or special rules.
 
Results are based on common sense but subject to GM fiat.
 
Many items completely circumvent skill challenges. For example a 'key' can unlock doors even if the PC does not have the lockpick skill. 'Food' satiates hunger even if the PC cannot cast spells or have the survival skill. Each item has many uses. For example, some keys open treasure chests. Some foods attract animals.
 
Inventory is not restricted by class, level or alignment. Optionaly the GM may require players to keep track of their inventory on paper and/or track weight.
I think there are exceptions. A first aid kit requires a First Aid skill check to be effective. Without such, you just have an item on the list. A gun usually requires some sort of check or combat system to be effective.

I get what you are trying to say but I do not think it is applicable universally.

Thanks.
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Malleus Arianorum

Ah, but those are not "mundane items that work like their real world counterparts without any dice rolling or special rules." Your gun and First Aid Kit are defined by RPGisms: Hitpoints, skill checks, etc...
 
In ADRPG, mundane items have the same properties they have in real life allowing interesting stories about sharpening a spoon into a shiv, awl or writing stylus. The best part is, the player doesn't figure out metalworking by reading a rule about it, he just makes an arguement from the way that metal can be sharpened in real life and if it's reasonable the GM accepts it.
 
Most objects in RPGs are a mix of being defined by RPGisms and being undefined. A helmet has a cost, weight and armor class, but it's ability to scoop water or dig a grave are undefined in RPG terms. In my geezertude, I'm somewhat bored of the armor class stuff but I still enjoy stories where the undefined properties are exploited.
That\'s pretty much how post modernism works. Keep dismissing details until there is nothing left, and then declare that it meant nothing all along. --John Morrow
 
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David R

#63
Y'know I read that Rick Swan the crappy games reviewer for the old Dragon Magazine ran all his D&D games, diceless. Just thought I'd mention it.

Regards,
David R