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Yet Another Dice Mechanic

Started by One Horse Town, January 27, 2009, 02:00:13 PM

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flyingmice

Quote from: Elliot Wilen;281032And reading entrails is so...

How old are you again, Clash?

Well, when I met the late Mr. Gygax last year, I inadvertently called him "Young Pup." He declined to dispute the appellation on self-evident grounds. The t-r mechanic was for my currently sidelined "In Farm's Way: Agricolae" game, to reinforce the emulation.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
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Spike

Ah, see: my Gimmicky resolution mechanic involves being born and actually living out ones life.. how long you last and the amount of toys and shit you accumulate are tallied up and compared to the richness of your adventures and companions...

Of course, the GM is a dick and won't tell us how we're doing... Says we have to wait till the end, but no one has come back to the table yet.  I swear it better not be monty-haul!
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

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HinterWelt

Quote from: flyingmice;281045Well, when I met the late Mr. Gygax last year, I inadvertently called him "Young Pup." He declined to dispute the appellation on self-evident grounds. The t-r mechanic was for my currently sidelined "In Farm's Way: Agricolae" game, to reinforce the emulation.

-clash

It pales next to may latest, Urinisis: Gamers Underwear....you really do not want to know the t-r solution...
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Joey2k

Quote from: One Horse Town;280825In my quest to use as many different dice as i can, i've come up with this idea.

You add Stat + Skill to get a numeric rating. For example Strength (+1) + Climb 4 = a total Climb skill rating of 5. The difficulty of tests is expressed by the dice type used for the test.

Easy is d4, Average d6, Challenging d8, Hard d10, Very Hard d12, Extreme d20(i might put a 2d8 in between d12 and d20 as the jump is quite large)

When you try a skill, the difficulty determines which dice you have to roll.

Success is indicated when you roll equal to or under your relevant skill rating. If your rating is equal to or higher than the dice can roll, you don't need to roll and automatically succeed.

Example: Bob has a total Climb skill rating of 5 and is trying a hard climb. He must roll a d10 for the attempt and roll 5 or below in order to succeed.

This is similar to Legends of Middle Earth, a fan-made Middle Earth RPG, except:

-instead of different dice types you roll a number of D6s based on the difficulty (the harder a task the more dice you roll)
-it uses skills only (not stat + skill)

Opposed tasks are interesting in LoME.  The first player can roll any number of D6s vs their skill as they want.  The next player can do the same, but has to roll at least as many as the first player rolled on their turn.

I thought it was an interesting mechanic when I read it.
I'm/a/dude

arminius

Adding more dice (of the same type) strikes me as a good method.

However it has the effect of eventually making certain tasks impossible. I.e. if number of dice > skill (+ stat) then you can't succeed.

The workaround, if you always want to retain at least a small chance of success: change your d6 (or d-whatever) so that it goes from 0 to (n-1) where n=number of sides on the dice. Thus the low result on d6 is 0 and the high is 5.

My Life With Master uses this (on d4s); I don't know if it came from somewhere else but it immediately struck me as a clever thing to do.