http://ussglenn.com Are you an avid role-player seeking a very unconventional simming experience? Do you prefer the nittier, grittier-side of role-playing,...
http://ussglenn.com The shows would have you believe that the Federation is in a Galaxy filled with light, or at worst grays, but behinds the scenes there is a...
... But I have already made the decision that I want Sagatafl to use a more fine-grained action costing system, so that characters can progress more smoothly...
Peter, Without getting into too many specifics, you could take the basic idea I outlined below and expand it by saying an average character has maybe 10 action...
Hi Long-time reader, first time poster (read: Be gentle;) Like most of you, I've spend a lot of energy over the years, wondering and analyzing which features I...
Welcome. I think you've done a good job there, it covers most of the core issues, and is still interesting enough for at least one dice mechanic philosopher to...
... Thx :) ... issues, and is still interesting enough for at least one dice mechanic philosopher to enjoy. ... algorithm. This isn't strictly accurate- even...
... My overall reaction was quite positive. I have a few surface suggestions, mostly about terminology and assumptions. Dice mechanics get used for more than...
... Interesting analysis. I agree on many points, for example that higher chance of success usually implies lower variance. There are, however, a few...
... Point taken, but I think I'd rather redefine "dice-mechanics" to "action-resolution mechanics" or some such. What I'm trying to achieve is a consistent way...
First of - let me take this chance to say a huge "Thanks!" to you for Troll. That language is the best thing to happen to RPGs since... I don't know. Dices. ...
The discreteness of die rolls is one of the reasons I love Basic Roleplay's D100 roll. 100 points of discreteness, instead of 20 or some other lower number. ...
... I'm not sure I agree. In the end, you translate the roll into a degree of success (DoS), and it matters little if the dice have 1000 possible outcomes if...
... More like it, yes. But I already have that part of the system, dealing with how Action Points are generatede (randomly but weighted toward the 8-13 range)...
... I'd very much like to keep the AP totals as low as possible, first of all for the sake of simplicity, since doing mental arithmetic with larger numbers is...
... [...] ... [...] I think if he re-did the graphs with bars instead of lines, the graphs would be much harder to read. Notice how he often plots half a...
... [...] But most RPG system roll mechanics are not binary. They tend to at least include the possibility of critical failure and critical success, and many...
Flaws are a recent addition to Sagatafl. It has always had physical and intellectual DisAdvantages, and also social disadvantages handled via a different...
Talislanta had 5 possible outcomes from a die roll: Critical Failure, Failure, Partial Success, Success, Critical Success. All of this via single D20 roll. I...
... [...] The problem with non-binary successes on a 1d20 or 1d100 roll is that everyone has to memorize all sorts of arbirtary non-internalizable numerical...
... Not necessarily. HârnMaster has a neat mechanism where you have to roll below your skill on d100 to succeed. However, if your roll ends in 0 or 5, The...
... The Talislata character sheets lists the table of target numbers ("The Action Table"), so you don't need to memorize it, and you will quickly learn it....
... It is still better than D&D, where a 20 is a critical success. This means that the better you are, the smaller fraction of your successes will be critical....
... IIRC, you have to confirm the critical with a second roll, that must be at least a normal success. This makes the fraction of successes that are criticals...
... Confirming criticals was the 3.x rule. In 4.0, criticals do not need to be confirmed. In both 3.x and 4.0, there are feats, powers, weapons, spells, etc, ...