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Quick question: Stuck on a mechanic - Good or too complex?

Started by Narf the Mouse, March 06, 2010, 02:33:49 AM

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Narf the Mouse

I don't like standard +X item Success bonuses (Such as to-hit, skill, etc.), because they can too-easily turn into an item level grind. (This is speaking in general)

So, to solve that for Easy20, I've got two related ideas, but I'm not sure whether people would bother with or remember them quickly during dice rolls. Neither is complicated, but another task to do while rolling has a "weight" out of proportion to its size.

1) Bonuses are X-, such as 18-. If your total roll is less than 18, add 1.

2) Bonuses are +Y/X-, such as +2/15-. If your total roll is less than 15, add 2, maximum 15.

So, you're rolling 1d20 + Bonuses. How would you feel about the addition of either mechanic?
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Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Spinachcat

If you want to avoid the +X, then have items do something on specific rolls instead of adding numbers.  AKA, a magic sword that if it misses, summons forth one Mirror Image of its weilder or a magic mace that shatters doors when struck.

Age of Fable

Spinachat's idea would also lead to more interesting items.
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Narf the Mouse

The problem is, at some point, even if I don't include it as a spell or enchantment, some player will be looking at my Spell Words magic system, put together "Guide Sword To Target" on his sword and then be miffed that the system can't give a bonus to-hit.

It doesn't have much default flavour, but it is a legitimate magic effect, with literary history behind it, so I want to include some version.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Spinachcat

How does "Guide Sword to Target" work?

Is it a one time rune? AKA, I carve the name of the baron on my blade and now my blade hits the baron the first time I swing against him?   Or will it always strike the baron?  

A "true aim" spell that makes a fighter auto-hit on his next attack is fine in a fire&forget spell system like D&D.  Having an item gain that "spell" as an ability is fine as long as it's once per day, or only against trolls, or only under the light of new moon, etc.

Narf the Mouse

Quote from: Spinachcat;364973How does "Guide Sword to Target" work?

Is it a one time rune? AKA, I carve the name of the baron on my blade and now my blade hits the baron the first time I swing against him?   Or will it always strike the baron?  

A "true aim" spell that makes a fighter auto-hit on his next attack is fine in a fire&forget spell system like D&D.  Having an item gain that "spell" as an ability is fine as long as it's once per day, or only against trolls, or only under the light of new moon, etc.
...I'm not sure where you got auto-hit from the question of to-hit bonuses. As I meant to say, to-hit bonuses are an idea I see reason to include, so I do need feedback on the mechanics presented.

I've included an answer in the Spell Sentence thread, where the question rightly belongs.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Silverlion

uch items are the simplest way to say "it hits better/harder" in D&D type games. It's easy enough to say that. Preventing level grind is a task for the GM, more so than the system.

However, in my FRPG, items given to the players add a trait, they do not enhance traits that are already there, which means you have to want to use the bonus, or have nothing its equal to bother with the item.



Example: You have the Sword of Dark Sorrow (Greater), if you have Swordmaster (Greater) and Athletic (Greater) you must choose two abilities to add to the task roll. The third is ignored and adds no bonus.

 However if you had Swordmaster (Greater) and Athletic (Lesser) the magic of the Sword of Dark Sorrow (Greater) would improve your chances of killing a foe or performing some other fantastic feat with it.

Of course adding a trait in the game, even one earned in play requires you pay for it with the experience system. Otherwise you've not truly learned how to utilize the item. With magic items its usually a matter of learning its true name, so you may make it yours. The experience system is somewhat special though its not points of experience, but moments of triumphant actions or horrible failures that you learn from.
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Nicephorus

Maybe you should think about changing the name from Easy20 to Other20. You're losing the easy between this and the magic system.   Adding is easy.  Stopping to think whether a bonus applies take a moment.  If you have multiple bonuses that add, you just remember the total.  With this system, you'd have to think briefly for each bonus.  

I'm not sure how much it would accomplish.  It would probably wind up not adding a bonus when you don't need one anyway so it would not have mattered anyway.

If you're worried about bonuses getting out of control, then limit stacking of bonuses with something like one of these:
Only one bonus per roll - use the max.  

Max of 3 positive and 3 negative modifier to a roll.

You can have one magical and one non-magical mod to a roll.  Extra positives can still cancel out negative modifiers.

Narf the Mouse

...Hmm, putting those two things together, I come up with "You can add your Proficiency with the weapon or the weapon's enchantment"

I'll have to give this more thought. Also, about the magic system - I've decided to make it an underlying sub-system - There if you want to fiddle with it, hidden if you just want to play.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

dindenver

Narf,
  I like this mechanic. But, I would use effects on magic items. Instead of roll X to get Y.
Dave M
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