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Best individual TTRPG mechanics

Started by MerrillWeathermay, December 07, 2024, 10:01:42 AM

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Zalman

Quote from: Nerad on December 23, 2024, 03:06:54 AMFor DnD games I like the Hazard Dice mechanic or overloaded encounter dice.  Its a little d6 table your roll every turn that combines wandering monsters, torches, food, etc.  I've used it for a few years and it really helps me as someone who tends to space on the book keeping during a session.  I even use a variation for initiative.

I've started using a Hazard Die in my (non-D&D) game. Four sessions in, I find it simultaneously spices up the game wonderfully and makes my life as GM much easier.

Note: I do not like using the Harzard Die for "resources" -- torches, spells, etc. -- I prefer real resource management and tracking -- but I do use it for encounters, environmental changes, random discoveries, signs, etc.
Old School? Back in my day we just called it "School."

the crypt keeper

MEGS. Mayfair Exponential Game System. One roll does it all. The Attribute Point system with cross-compatible bench marks makes it extremely adaptable. You can turn the whole system on its head and it still can articulate complex resolution with a single die roll. What I mean is, rulings on the fly will seldom be "wrong" because the right answer is almost forced upon you, and fast! You can play by just assigning target numbers without consideration of modifiers. 11+ is your 50% chance. 15+ exceptional success, 9+ for almost a sure thing and roll 5 or below is a dreadful miss (on 2d10). So the system can be incredibly crunchy, or incredibly light. It can do both.
The Vanishing Tower Press

HappyDaze

Quote from: weirdguy564 on December 22, 2024, 11:09:52 PMI liked Shadow of the Demon Lord as well.  However, I liked it for two other reasons not mentioned above.

1.  The classes.  You start the game as a fighter, wizard, rogue, or cleric.  However, at level 3 you get to pick an Expert path from a list of 12 more interesting classes, at yet again you pick a Master path from a list of 30 or more at level 7. 

2.  The Demon Lord.  The game has a built in end game.  You only go to level 12, and when you hit max level you are expected to finally fight the title bad guy.  What the demon lord is not set in stone.  It might be a dragon, or a powerful ghost, a horned beast that talks, or anything.  Or you can forget the plot and just keep adventuring for fun.  It's your game.
You don't actually start with any class, as Level 0 just has you choose an Ancestry. You choose your Basic Path (Class: Magician, Priest, Rogue, Warrior) at Level 1, an Expert Path (Class: Cleric, Fighter, Wizard, etc.) at Level 3, and either a second Expert Path or a specialized Master Path (various) at Level 7. The game only covers up to Level 10 (although there are some options to extend, similar to 5e's version of Epic). What is really nice is that selections of Paths are open regardless of previous Path--so a Paladin (Expert) could come from roots as a Priest or Warrior...or even a Magician or Rogue (but these latter are likely less optimal).

bardiclife

Quote from: Man at Arms on December 22, 2024, 08:15:07 PMFor some strange reason, I really like the main d6 dice mechanic from Tiny Dungeon.

Standard Roll:
Roll 2d6, and any 5 or 6 equals a success.

Advantage:
Roll 3d6

Disadvantage:
Roll 1d6

You're always looking for at least one, 5 or 6.

That's simple, and it could be used to make any game move quickly.

***Plus if something is extra easy, I suggest you just ask for a 4 or better.  If something is extra hard, ask for a 6.

I suggest you base damage rolls on 1d6, 2d6, 3d6, etc.  Now you only need d6's at the table.***

Well now, this is super intuative, I've neer heard of Tiny Dungeon before, thanks for introducing me to it. I'm one of those ppl that came to TTRPGs from 5e and slowly begining to see the world of OSR style games, super cool!

Man at Arms

Quote from: bardiclife on December 23, 2024, 11:58:12 PM
Quote from: Man at Arms on December 22, 2024, 08:15:07 PMFor some strange reason, I really like the main d6 dice mechanic from Tiny Dungeon.

Standard Roll:
Roll 2d6, and any 5 or 6 equals a success.

Advantage:
Roll 3d6

Disadvantage:
Roll 1d6

You're always looking for at least one, 5 or 6.

That's simple, and it could be used to make any game move quickly.

***Plus if something is extra easy, I suggest you just ask for a 4 or better.  If something is extra hard, ask for a 6.

I suggest you base damage rolls on 1d6, 2d6, 3d6, etc.  Now you only need d6's at the table.***

Well now, this is super intuative, I've neer heard of Tiny Dungeon before, thanks for introducing me to it. I'm one of those ppl that came to TTRPGs from 5e and slowly begining to see the world of OSR style games, super cool!


Cool.  I hope you like it.  The stuff in between the asterisks, is just my own simple ideas.

MerrillWeathermay

I was running an Aliens RPG (Free League) game for the first time last night.

What a great, elegant system

reminds me a bit of the D6 Legend system. I talk about that in detail here

https://www.youtube.com/watch?v=Lbryg2Uxchg

but the Free League system adds the great panic mechanic which can lead to all kinds of wild situations developing. The FL system also requires ONE success (typically) which simplifies things a bit.

Zenoguy3

Just speaking of dice mechanics, I absolutely love the roll xd6(+2 sometimes) keep highest 3 for skill rolls in EABA. It solves the issue of racing between DC and bonuses. there's a set scale of how hard something is 1-20, and a highly skilled character will simply be more consistent at hitting it. Problem is just that since EABA is designed completely around that, and it's such a heavy system, I ahven't gotten to play with it realy.

Maybe someday I'll make some kind of conversion to use the EABA roll in the OSR setting. wouldn't be easy though, unlike using just say 2d10 and adding bonus as usual, which gives a nice curve to the otherwise flat d20 without having to change any of the math realy.

Jason Coplen

Quote from: Zenoguy3 on December 27, 2024, 02:14:15 PMMaybe someday I'll make some kind of conversion to use the EABA roll in the OSR setting. wouldn't be easy though, unlike using just say 2d10 and adding bonus as usual, which gives a nice curve to the otherwise flat d20 without having to change any of the math realy.

Please, go on. I'm listening, and most interested in this.
Running: HarnMaster, and prepping for Werewolf 5.

ReginaHart

I like flavorful mechanics, so I'll vote for the playing card-based initiative in Deadlands.  I'm intrigued by Troika's bizarre initiative system, but I've never seen it in action.  I'd be curious to hear reports.

dungeonmonkey

Quote from: Man at Arms on December 22, 2024, 08:15:07 PMFor some strange reason, I really like the main d6 dice mechanic from Tiny Dungeon.

Standard Roll:
Roll 2d6, and any 5 or 6 equals a success.

Advantage:
Roll 3d6

Disadvantage:
Roll 1d6

You're always looking for at least one, 5 or 6.

That's simple, and it could be used to make any game move quickly.

***Plus if something is extra easy, I suggest you just ask for a 4 or better.  If something is extra hard, ask for a 6.

I suggest you base damage rolls on 1d6, 2d6, 3d6, etc.  Now you only need d6's at the table.***

The initial mechanic (d6, looking for 5s or 6s for successes) sounds like fudge/fate expressed with traditional d6s. (Not a complaint.)

Though I don't like 5E, I'd say the advantage/disadvantage mechanic should be in the running. It's relatively intuitive and simplifies the approach of rolling and then applying situational bonuses or penalties. Anything that eliminates players doing math at the table is a positive in my book. (Is it just me, or do younger players seem incapable of even the most basic math?) Maybe that kind of mechanic was applied elsewhere before, but 5E was the first time I encountered it.

kosmos1214

Well right off the top one that seems to be missing from this discussion is roll a d20 add a modifier and or bonus and skill.

Given that it might be one of if not the most successful resolution mechanic thats where I put my money.

weirdguy564

Quote from: bardiclife on December 23, 2024, 11:58:12 PM
Quote from: Man at Arms on December 22, 2024, 08:15:07 PMFor some strange reason, I really like the main d6 dice mechanic from Tiny Dungeon.

Standard Roll:
Roll 2d6, and any 5 or 6 equals a success.

Advantage:
Roll 3d6

Disadvantage:
Roll 1d6

You're always looking for at least one, 5 or 6.

That's simple, and it could be used to make any game move quickly.

***Plus if something is extra easy, I suggest you just ask for a 4 or better.  If something is extra hard, ask for a 6.

I suggest you base damage rolls on 1d6, 2d6, 3d6, etc.  Now you only need d6's at the table.***

Well now, this is super intuative, I've neer heard of Tiny Dungeon before, thanks for introducing me to it. I'm one of those ppl that came to TTRPGs from 5e and slowly begining to see the world of OSR style games, super cool!

We play TinyD6 games quite often.

First, there are no ability scores.  A character class is simply how many hit points (5-8), and a special skill/power that only your class gets. That's it. Two things.  HP and a class power.   

The dice mechanics are super easy.  Statistically the dice rolls are a 33.3%, 55%, and 70%, more or less. 

Damage is 1 or 2 points for 1-handed or 2- handed weapons respectively (oddly, the fantasy game is all 1 damage, but it was the prototype game of their series). 

You get two actions per turn, both done when it's your time to act during the initiative order.  Some games also make it a rule that big, 2-point damage weapons can only be used once per turn, so use your other action to do something else.  Move, focus, evade, suppression fire, or take cover are ones listed in the games. 

Games.  Plural.  Tiny-D6 has more than one game that all share the same base rules, though each game has enough specific rules to cover their genre's own unique mechanics.  Spaceships in the space game, gun duels in the western game for two examples.  There is Fantasy, Pirates, space exploration, giant robots vs giant monsters (you can be the monsters FYI), superheroes, cowboys, and even lifeguards/Baywatch.

It's also kid friendly rules because the lack of math.  Every dice roll has no addition in it.  Just a 5 or 6 needed on any dice to succeed. HP are single digits, easy enough for a child to understand. 

I recommend the games, in particular the superhero game as a good starting game. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

weirdguy564

Dungeons and Delvers Dice Pool Edition.

The game uses dice from D4 up to D12.  No D20's are used.

Attribute Scores all start as two D4's, two D6's, and a single D8 that will be your primary attribute.

Skills all start as D4's. 

Special racial and class abilities also add dice in situations where they matter.

Roll them all, but only pick the best two.

Example:  A Dwarf Warrior with a 2-handed hammer, with the soldier background (racial bonus to hammers), and Slayer ability (class bonus to 2-handers). 

You roll a 1D8, 1D6, 1D4, and another 1D4. 

You only need the biggest two, so the math is quick and easy. 



I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Socratic-DM

Quote from: Ruprecht on December 08, 2024, 10:52:11 AMI'm a big fan of
    usage die and think it is underused. Not for usage, which works, but...
    • Imagine using it for sanity instead of the straight numbers CoC uses.
    • Or some kind of mechanic for Clerics that they roll prior to using a spell or whatever and it all stops when usage hits 0. Better find a shrine or temple to fix things.
    • Or charges on a magic weapon that are less obvious.

    Lots of possibilities.

My current psionic rules for my game system use this idea, inspired by that one AU. your mental energy and focus is represented as a psi-die which goes down with usage. different psionic powers have different thresholds for usage. so a little basic power like a short telepathic message only goes down a die size on a roll of a 1.
meanwhile something like pyrokensis is a 1-3

Wild-Talents and Espers start with a psi-die of 1d3 and go up from there.
"Every intrusion of the spirit that says, "I'm as good as you" into our personal and spiritual life is to be resisted just as jealously as every intrusion of bureaucracy or privilege into our politics."
- C.S Lewis.

HappyDaze

I like The Ladder from the Soulbound game. This gives a way to adjust target numbers based upon the comparative skill of two characters. One example is Melee and Defence (British game, British spelling). If the attacker and the defender are both on the same rung of The Ladder, then the target # is 4+ on the D6s (dice pool game). For each rung the attacker is above the defender, the target # drops by 1 (to a minimum of 2+), while for each rung the attacker is below the defender, the target # increases by 1 (to a maximum of 6). The Ladder offers a great way of showing that everyone is using their skill to defend themselves without requring contested rolls, and makes taking on weak enemies quite easy but big bosses are very challenging.