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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 Today at 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).