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Best individual TTRPG mechanics

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

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weirdguy564

I like Pocket Fantasy's magic system

It's a very rules lite game, so maximizing effect with a minimal word count is an important aspect.

It works by having six combat spells.  They're only used during a fight, and a wizard gets two castings per each fight.

Out of combat a wizard gets two spells per game session.  Anything they want, or anything the GM will allow.  Durations of effect is 24 hours. It's done as a skill check, and the GM sets the difficulty number.

There.  That's it. 

It does a few things I love.

1.  Wizards are never out of magic.  They'll always cast at least two spells per fight.
2.  There is no massive spell list filling up a big chunk of the pages in you rulebook.
3.  The GM gets to be involved and can curtail spellcasters that mess with the story.
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.

BadApple

This may be a bit mundane for this list but my favorite newer mechanic is player facing rolls.

Over all, I don't roll dice at the table when I run a game.  I do all my random table rolls in prep and will ask a player to make a roll for me if I need to do one on the fly.  This has lead to a rep among players that I am a very honest and fair GM.  (I don't think I'm anything special in that aspect but why burst the bubble.)
>Blade Runner RPG
Terrible idea, overwhelming majority of ttrpg players can't pass Voight-Kampff test.
    - Anonymous

Lythel Phany

Boon and Bane from Shadow of the Demon Lord. It solves multiple "Modern D&D can't math" issues with one mechanic.

Other than your attribute score, there is no static bonus you need to know. No more "+2 from flank, +1 from haste, +3 from X spell, +1 from bard music..." calculations. Every beneficial or detrimental effect is a d6 you roll.

You only use the highest of the rolled boon/bane. So even if you have 10 different buffs, best you can get is a +6. This means character rolls are actually bounded since there isn't much you can do to increase your attributes either. Also there is a diminishing return on multiple boons so diversifying your character is better than minmaxing for every single boon on attack rolls.

Since boons and banes take each other out, you know if you are fucked or dominating by knowing how many you roll. Fighting a demon is always challenging since their presence alone imposes a bane, they are resistant to magic which is another bane against spells, and stronger demons force a Will check which can cause fear and another bane.

Chris24601

Quote from: BadApple on December 21, 2024, 10:12:20 AMThis may be a bit mundane for this list but my favorite newer mechanic is player facing rolls.

Over all, I don't roll dice at the table when I run a game.  I do all my random table rolls in prep and will ask a player to make a roll for me if I need to do one on the fly.  This has lead to a rep among players that I am a very honest and fair GM.  (I don't think I'm anything special in that aspect but why burst the bubble.)
I wrote this approach into my own system. While I have optional rules so the rolling functions as it does in D&D (3e/5e or 4E) or as opposed checks, by default all opponents are built using static values for their traits and PCs roll attacks and defenses against those numbers.

Also, while not a written rule itself, I make a habit of always telling the PC the target number for their check as in the process of performing that check they'd reasonably have an idea of how easy or difficult it would be to do again. This also saves a lot of follow up time as players no longer have to ask with each check whether it succeeds or not.

Ygaragyr Xyagyxa

I'm always divided on whether I should just reveal the target number for whatever roll, or keep it secret. Revealing it makes everything way quicker, but keeping it secret creates tension and affects choices.

Riquez

Quote from: MerrillWeathermay on December 07, 2024, 03:47:34 PMI do like the stress mechanic a lot

that system is all-around good

Alien stress dice is good fun, but by the end of the game it starts to get a bit over the top with people rolling 12+ dice at once. (stress + skills + mods + stunts)

2nd edition is coming next year, will keep any eye out to see if that gets updated.

T5un4m1

The stress mechanic from Alien has been mentioned here several times. I would like to mention stress from Mothership, I liked how it makes every roll significant, every check is reflected in the internal state of the PC.

And I would like to note the Mighty Deeds mechanic from DCC. For me it is the discovery of the year.

Stephen Tannhauser

I'm a huge fan of the combat mechanics from The Riddle of Steel. They could still use a bit of tweaking to account for multiple combatant organization, but the basic allocation of dice from the Combat Pool, combined with the physical reduction in dice pool size as wounds and fatigue take their toll, feels like the best reproduction of an actual fight I've ever come across.
Better to keep silent and be thought a fool, than to speak and remove all doubt. -- Mark Twain

STR 8 DEX 10 CON 10 INT 11 WIS 6 CHA 3

Fheredin

I can think of three real MVP mechanics:

  • The Six Pack Rule from Paranoia. The idea of crossing a character death with a drinking game is on the nose for such a crazy and fatal setting.
  • The Year Zero Engine Pushing mechanic. The Push mechanic allows you to roll extra dice (or reroll a die in the step die version) by semi-permanently decreasing a stat, and because YZE has a generally lower chance of success than most lighthearted RPGs, you are encouraged to push dice. Unfortunately, I think this mechanic works notably better with the step die version of YZE because the value of a push autoscales with the stat (which is of course the version no one uses!). Also, the pool is slightly too small to really get good leverage out of pushes. But this is also kind of me nitpicking.
  • The Savage Worlds Race Creation tool. Savage Worlds is a successful system in part because it has mostly fun all-purpose mechanics, but the other half of the reason is that because you can make custom races very easily, it is very easy to use to create specific settings. A lot of systems have race creator subsystems, but the Savage Worlds one is the best balance of speed, power, and intuitive usability that I've encountered with this kind of tool.

MrTheFalcon

Quote from: Lythel Phany on December 21, 2024, 11:08:41 AMBoon and Bane from Shadow of the Demon Lord. It solves multiple "Modern D&D can't math" issues with one mechanic.

That is pretty nice. I've been so close to buying this system multiple times.

Man at Arms

For 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.***

yosemitemike

Quote from: Riquez on December 21, 2024, 04:21:53 PMAlien stress dice is good fun, but by the end of the game it starts to get a bit over the top with people rolling 12+ dice at once. (stress + skills + mods + stunts)

2nd edition is coming next year, will keep any eye out to see if that gets updated.

I like the idea of the stress mechanic but I found that it could get snowball of hand quickly with a few unlucky rolls.  It got to be kind of comical at one point as the characters quickly built up so much stress that they were just floundering around like space Keystone Cops.
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Another former RPGnet member permanently banned for calling out the staff there on their abdication of their responsibilities as moderators and admins and their abject surrender to the whims of the shrillest and most self-righteous members of the community.

weirdguy564

I 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.
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.

Nerad

For 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.

Lythel Phany

Quote from: Fheredin on December 21, 2024, 10:05:02 PMThe Six Pack Rule from Paranoia.

Speaking of Paranoia, latest edition has messing with fellow troubleshooters start right from the character creation. When you select a skill to get a bonus, next player takes that skill with a penalty. Your +3 to Demolition is a -3 for the next player. Then you take a -4 to Bluff because someone else took it.