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Best individual TTRPG mechanics

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

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mekhawretch

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.)

This made me think of one of my favourite mechanics (or maybe it's more of a technique), which is basically a hidden player-facing roll. It's meant to solve the problem of things like Knowledge and Perception checks, or any time when players are calling upon information that is accessible to the character and not the player; the problem being that if they see they roll low, the player knows not to trust any information given. Instead the player rolls many different-colored d20s at once, and ahead of time the DM has secretly decided which color is the actual result - so the players can roll a number without knowing their own result.

Can't remember where I read it, somebody's blog probably, but it's a nice elegant solution. 

Eirikrautha

Quote from: mekhawretch on January 02, 2025, 08:35:32 PM
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.)

This made me think of one of my favourite mechanics (or maybe it's more of a technique), which is basically a hidden player-facing roll. It's meant to solve the problem of things like Knowledge and Perception checks, or any time when players are calling upon information that is accessible to the character and not the player; the problem being that if they see they roll low, the player knows not to trust any information given. Instead the player rolls many different-colored d20s at once, and ahead of time the DM has secretly decided which color is the actual result - so the players can roll a number without knowing their own result.

Can't remember where I read it, somebody's blog probably, but it's a nice elegant solution. 

Hmmm, I might try this.  It's a good solution.
"Testosterone levels vary widely among women, just like other secondary sex characteristics like breast size or body hair. If you eliminate anyone with elevated testosterone, it's like eliminating athletes because their boobs aren't big enough or because they're too hairy." -- jhkim

Brad

Quote from: weirdguy564 on December 08, 2024, 10:32:38 AM
Quote from: Brad on December 07, 2024, 10:03:01 PMAD&D initiative, obviously.

Real answer: HERO/GURPS 3D6 skill rolls. Nice bell curve, ubiquitous dice, easy to understand, simple math, simple adds, easy to explain, whatever else. That's how you make a game easy to play with a lot of depth.

Ah.  Gauntlet is thrown down.  Let me pick that up. 

Easy?  Ubiquitous D6 based?  Innovation?

Well, my current favorites are the Nerdruna Publishing games of True-D6 and Kogarashi (they're nearly identical rules). 

It uses just a single D6.  You roll equal or under your six attributes, but roll high as the number is your damage. Armor works the same, so it's an unofficial seventh attribute.

I love those games.  They're even better because they come with solo rules, but that's another topic. 

I just love how easy it is to play using such seemingly minimal resources.  And it works.

I should really get a hardcopy for myself. 

I re-read this response a ton of times, and was thinking of a reply. Finally thought of something I think is genius. The Uncertainty Dice in Star Wars 1st edition. It's really the only thing in the Rules Companion I think is worth using at all (and really the only thing 1st edition didn't do perfectly from the start in my opinion).

If anyone is unfamiliar with WEG SW, basically you have difficulty numbers, say 15 for a pretty decently difficult task, and you roll xD6, add them up, and to try to achieve that number or higher. Difficulty of 30 is pretty much considered almost impossible, but Han Solo has a 10D in Starship Piloting which means he on average can succeed at impossible things. So anyway, say you are a regular schlub with a 5D in Piloting (which is actually decently high) trying to make some Not Hard maneuvers, difficulty 10, which is a success on average for a 3D pilot. You roll 5 dice and get a 14, success. Uncertainty Dice are basically extra dice you roll, maybe 2 or 3, possibly 4 if the GM is being an ass, and you add them all up. But the GM also rolls 4 dice and subtracts that from your roll. Adds a serious element of stress and drama but still giving the player a high degree of control over his own rolls and success.

EDIT: And right when I post this, I see something similar above. Gahh.
It takes considerable knowledge just to realize the extent of your own ignorance.

Dark

I like the System Strain rules from Stars Without Number. Basics are every time you're healed or have something traumatizing happen (like poison), you get a 1 point. When strain hits your Con score, you can't be healed any more. Poison beyond that kills you if I recall. You rest and only get 1 strain back a day.

I never got a player killed from the poison, but the strain could add up quickly in prolonged fighting situations (like a dungeon in World's Without Number). Just a neat little mechanic I'd like to see more of in other games.

MerrillWeathermay

We did a follow up to this, but focusing on the most problematic rules in AD&D (first edition)

not necessarily the *worst* rules, but ones that are tricky, a bit broken, unclear, etc. --and we offer up some suggestions on how to fix

https://youtu.be/EiGPFLtjWUY?si=Apew9OHP5IWr_3p_

ElifeLau

Savage worlds for the initiative, explosive dice, tokens ! And cards for events too.