/gdg/ - Game Design General

Don't you fucking die on me edition.

Previous thread: A thread dedicated to discussion and feedback of games and homebrews made by Veeky Forums regarding anything from minor elements to entire systems, as well as inviting people to playtest your games online. While the thread's main focus is mechanics, you're always welcome to share tidbits about your setting.

Try to keep discussion as civilized as possible, avoid non-constructive criticism, and try not to drop your entire PDF unless you're asking for specifics, it's near completion or you're asked to.


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>RPG Stuff:
darkshire.net/~jhkim/rpg/freerpgs/fulllist.html
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therpgsite.com/showthread.php?t=21479
docs.google.com/document/d/1FXquCh4NZ74xGS_AmWzyItjuvtvDEwIcyqqOy6rvGE0/edit
mega.nz/#!xUsyVKJD!xkH3kJT7sT5zX7WGGgDF_7Ds2hw2hHe94jaFU8cHXr0
gamesprecipice.com/category/dimensions/

>Dice Rollers
anydice.com/
anwu.org/games/dice_calc.html?N=2&X=6&c=-7
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>Tools and Resources:
gozzys.com/
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ebon.pyorre.net/
henry-davis.com/MAPS/carto.html
topps.diku.dk/torbenm/maps.msp
www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/demo.html
mega.nz/#!ZUMAhQ4A!IETzo0d47KrCf-AdYMrld6H6AOh0KRijx2NHpvv0qNg

>Design and Layout
erebaltor.se/rickard/typography/
drive.google.com/folderview?id=0B4qCWY8UnLrcVVVNWG5qUTUySjg&usp=sharing
davesmapper.com

Reposting this for feedback.

And also throwing out a discussion question to get things going: How much uncertainty do you, or from your players, feels too little or too much. Classic uncertainty elements are things like not knowing what monsters are in the next room, not knowing about traps unless you make a search check, things like that. But are there times when you feel there should be more or times when even that seems too unfair in rulesets?

Personally, I like a higher than normal level of uncertainty. One of my favorite things in games like WHFB was not revealing certain equipment choices, it made for some decision making. Do you charge the unit of Night Goblins and risk the chance they had fanatics? Two units have set-ups that make best use of a certain magic item, but which one has it? Which unit has an assassin in it? Things like that. Not things that horrible skew the game, like hiding weapon loadouts and such, but little bits that add some excitement.

Is there any real reason to use anything besides 3d6, d20, d100 or dice pools with d6,d10?

I've seen a few elegant games that used 2d6 and a couple very minimalist ones that I liked that used 1d6, but not really. Any dice that aren't d6, d10, or d20 really don't have a reason to exist as anything but a curiosity.

I've been using D12's, since they give you a bit more room than a D6.

i'm personally fond of 2d8 because the range is a perfect 15 and i like the way d8s look, but i've yet to use it for anything

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My system uses pools of Xd12... I sometimes stay up late at night wondering if no one but me will ever be able to play it due to almost no one owning more than 1d12.

I selected it so that i could have double digit numbers be successes (10,11,12) for a 25% success rate per die, with each successful die giving a rediculously intuitive number of bonus die (10=0, 11=1, 12=2). Simple and elegant, I think. But its a d12...

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That sounds really good, user.

Does anybody have good advice on dealing with different sizes in characters and NPCs? Beyond inflating stats that is.

Can you go in to more detail with this?

I have some rules for handling children and pregnancy in my game. What do you think of them?

I think I'd find a new DM the second you brought that fetish shit to the table

What's fetishy about it?

Some of the numbers seem kind of arbitrary. Also, the setting would probably influence the numbers here. I am not a woman, but wouldn't most women in anything resembling a society understand the nature of periods and how to avoid pregnancy? Again, actual societal implications depend on the setting, and the rules reflect a setting not known to me.

Then theres a lot of other things that reflect a lot of possible events, so theres a lot of bulk - but to understand that bulk I think I'd need to know more about the rest of your game, and where this fits in your game.

You haven't really asked an easy question here.

As a GM and a Player I would just ignore the entirety of this section to suit my story needs. And frankly I don't think many would do otherwise. It is mainly superfluous to the game and the fact that it is included nonetheless could indeed make people think you have a fetish.

The setting is a broadly renaissance era tech level with low magic. The "avoiding pregnancy" is assuming that pull-out, rhythm and herbs are being used. I could always add a rule for menstruation but I feel that asking a player to track their characters menstruation would be kinda awkward. I've been trying to keep the child and pregnancy rules on one page as well.

The rules for abortion, difficult pregnancy, etc. are based on the assumption that 8-20 hp is normal for a character and their toughness defense would be around 10-14. I tried to take statistics for modern chances of complications, then trend down a little as well. As well, the childhood survival stuff is based on historical mortality and then made a little less brutal.

The education chances were based on having a child with a tutor be slightly better than a starting character and a child where the player invested more time into education would be a fairly strong starting character.

Overall, the game is geared towards sandbox play with a lot of support for downtime and domain management play. The players have been getting interested in the idea of building political dynasties so I figured some children rules would be a good idea.

Part of the idea with it as well is that a child is a major investment that carries risk and if the kid dies, then having other children is more dangerous since advancing age adds to the risk and makes it harder to become pregnant.
It serves as a time and money sink as well since a pregnant character is in more risk if they adventure, a parent has to choose between parenting and other things with their time, and investments in personal doctors can be a lot of money if a player isn't wealthy at that point.

Theres a problem if pregnancy and child rearing are fine and tracking menstruation isn't. Children, especially small ones are gross, and do gross things. If tracking menstruation is awkward but a character sticking his dick in another character's vagina isn't awkward, I don't know what to say.

Theres kind of a disconnect in the details here - I get that some details are more important than others, and in the end you probably know whats better for your players, but I think role play is better for families than roll play.

To me, with rules like these; if I bring up "You're kids sick." or "Your wife might die giving birth." in a freeform thing, then it's me forcing my agenda onto players. If it's the result of a roll, then both me and the player are surprised and it's more "fair" in a sense to my players.

Why does it have to be a fate roll and not something like "roll knowledge X" or "child is sick, go do something about it." cue find medicine to improve chances.

"perception or knowledge sickness, wisdom health," such to detect sickness in child, move forward from there.

Instead you have a system with a bunch of fate rolls, arbitrary and abstract, disconnected from seemingly everything.

They're like DnD's save or die situations. You failed one roll. Ops you're dead.

The sick part already has a time on it. It encourages players to stick around close enough for messengers and whatnot to reach them. If a player is 6 months away and their kid has an acute illness, the kid might die before they even hear about it.
The illness rules only come into effect if the players are away, if not then it's treated as a normal sickness. In which case they could roll knowledge rolls to find medicine, treat the child themselves, etc.

So here's some rules I have for business management if anyone has feedback on it.
The gist of it is that a business involves competition and making lots of tradeoffs. things like paying employees higher wages makes it harder to be "attacked" but lowers profit margins. Also owning a business allows a player to start making domain rolls and interact with the kingdom building aspects of the game before they have a kingdom.

Access modifier is a number used for different goods and products that represents how much of an industry is in an area. It's used for determining things like pricing and modeling trade. It has a tradeoff benefit in that higher access modifier lowers prices(which means capital and labor is cheaper) but means there's much more intense competition.

The basic system for the rolls being used is that rolls are made with a 2d10, difficulty is a penalty applied to the roll and a 10 always succeeds with degrees of success based on how much below or above 10 it is.

I wrote up the combat rules for my new homebrew system. I'm aiming for some kind of Dragon Ball/Weaboo Fightan Magic/Wuxia kind of system.
My goals in design are:
-Escalating power levels, representing by increasing number of dice
-Ideally the only main stat will be Power Level ( in this case, Energy )
-A somewhat freeform Technique system, enabling special effects beyond normal combat.
-Easy and fast combat, less rules while still having options.

What does /gdg/ think of the combat rules so far?

What sort of abilities/moves/techniques would you give martial characters in a fantasy heartbreaker? Looking for things more interesting than +1 against orcs or +X to hit when you have the highground if you invest in this feat tree.

How do you designers get the balls necessary to publish and post your systems?

Almost as important, how many rules-light skirmish games are there that can be linked to? I want to know if what I'm doing will be understood against the bevy of other systems out there.

Look up Martial Paths in REIGN.

I'm confused about this step:
The combatant then must reroll all the dice in their Stance Dice Pool. Each die in the Stance Dice Pool represents a Limb corresponding the value rolled on the die.
This looks really random. Why can't you just allocate points as you see fit? What is the idea behind this system?
Also at first glance att to the head looks like a really strong option.

You need to divorce yourself from the system just enough that you can let go of it. Once its published, its out of your hands, so you need to have enough distance to take the criticism that'll be pointed at it, either through actual critic or implied by lack of interest.

Just checked back with this thread sorry, I appreciate the reassurance.

To clarify the first post, bonus die do mean additional d12s to the total pool, and these bonus dice can generate bonus dice too. This is about the explodiest base mechanic i've seen, but its sold itself to me in play-testing. There is always a lot of anticipation and hype even when, often especially when, rolling a small number of die (I've seen 11 successes from 3 dice while playing, to strike the final boss too). It generally creates a feeling of always having a chance, and when someone Gets more bonus dice than they had original dice through a couple 12s and the explosions start to avalanche its always a lot of fun around the table.

While skills do not contribute to your dice pool, they offer a different advantage through the expertise mechanic. The average stat value is about 3, though getting 5 is pretty easy with basic optimization during the point-buy character creation. Expertise likewise ranges from 0-5, with 3 being professional level. When you roll your Xd12, prior to re-rolling bonus dice, you may count all results equal to or less than your expertise (relevant skill level) as being a success (so a 1,2,3,10,11,12 count as successes if your expertise is 3), but if you choose to take the expertise successes you cannot roll the bonus dice from 11 or 12.

Having a wider range for success on each die decreases your chance of failure dramatically, but because you can't use bonus dice if you take those successes, your range for total successes doesn't actually change. Professionals reliably succeed, talented novices will just hope for occasional huge successes. But "professional" characters get tempted when 3 dice show 3,11,12. They can either take 3 successes, or take 3 rerolls and go big at the risk of only keeping 2 successes.

I'll keep going tomorrow if anyone's interested.

So its a trade off of reliability for spiking potential?

Now that you mention it, it doesn't seem totally necessary. It's mostly there to stop people from keeping high Stance and being untouchable. If I ever get around to playtesting it I'll see what happens when it's removed.

I wanted to combat to follow logically and having your head hit be something you really want to avoid. You can always just block an attack towards your head. Not to mention your head also gets Stance dice and you're not as likely to ever use it from there, so it has more defense then an arm or leg.

bump

bumping again

Holy shit that looks beautiful, just imagine what a little sharpening and extra colors would do

What do you think about limiting playable races to certain alignments, or alignment-locked races? I have been playing around with the idea that humans are inherently evil, and that they all range from weakly evil to strongly evil. I want to kill the jack-of-all-trades meme, and have humans be greedy, egotistical and superior campaigners with heavy war culture and technological prowess, and thus not trusted by other races

I'm also thinking of giving combat bonuses against targets of opposite alignment, like bonus damage the further away in alignment your target is

Ah and your "evil score" is really just the sum of the number of evil-like traits you have

Any ideas how to handle death so that it's not too punishing or game-ending, but also not trivial to deal with either? I'm running a game where combat in general is prevalent and volatile, and I want players to be taking risks, but I'm afraid that if I make death a slap on the wrist then it's gonna be stupid

I'm doing a science fantasy setting.

So far, here's what I have in case the party wipes

>they get captured by the enemy and must break out of wherever they get taken to
problem is that it only really works once before becoming repetitive, also incredibly hard to explain in some situations. also sometimes they might fall off a cliff and gravity does not take prisoners
>they meet "god" and god sends them back to earth to the day before their death, but crosses off one of their 3 "lives" so they can't die more than 3 times during the entire campaign
feels kind of video gamey and could cause the players to think "whatever i can die here, i got 1 more life." probably some other problems as well
>they get recloned in their base of operations without any of their stuff
in addition to death being a bit too trivial, this would also spawn a lot of pointless busy work after every single party wipe

ideas?

This is quite a fedora-tier thingie. So, reeeeeeeeeeeeee

Why? People will always play lolrandum, murderhobos and the like no matter the system, does giving evil and good actual presence in the game make this any worse? Most systems have a joke of an alignment system, poorly understood by both creators and players

Just use mind-upload digitization etc. You can store yourself in a database, and when you die you pay experience, the process is not perfect, and gold, the process is expensive

Yeah that's the one I've been thinking the most about (see: they get recloned part in my post) but I just don't want them to be chasing after their weapons and gear for a full session

When you make the choice yes. Having expertise only helps you though, as if your expertise is 0 you simply always pick the explosion rather than sometimes having the option of a safe bet. Someone with high expertise will likely take the safe bet more often though, as they have a higher chance of getting multiple expertise successes.

Anyone want to guess how my health system works?

Pic related is the health barWiP.

Answer: Called the Triquetra of Vigor, this triquetra represents the overall condition of the character. Even though the three "bars" work separately, they affect each other.
The arrows represent which stat the damage debuffs, meaning Toughness debuffs Resolve, Resolve debuffs Will, and Will debuffs Toughness.
The middle parts of each stat are used actually as a stat block, meaning you just write your stat total into it. The white dots that follow the arrows are the health bars themselves. They each represent the stat that they're lining, naturally, and follow the arrow that shows which stat they damage.
Getting damage over your threshold your stat (10 - stat tens-digit) means you have to roll against your health + stat, meaning if you have 44 resolve, and you take your 5th point of resolve damage, you roll against 50+44 = 94.´
If you manage to survive to negative damage, and then do a successful threshold check (above), you get one point of damage to the debuffed stat and you are raised back to your 3 health.
If you ever fail the threshold check, you're out. Outmaneuvered and helpless in a conversation, bleeding and dying in battlefield, or a nervous wreck unable to think straight. You also get temporary -10 / -20 to the stat that failed you.

Excuse me, some corrections:

When your health hits 0 or less (your damage bar is full or on minus) you get a permanent minus to your stat, regardless of whether you keep engaging or not (Dismemberment, traumas etc). These can be fixed (Therapy, magic healing, cybernetics), but they are serious if they're ever inflicted, and fixing them isn't easy.

Does anyone have any good systems for automatic fire?

Do you have a friend who is slow and did you run this with him?

I am usually quite bad at explaining things, but the jist of it is to follow the arrow when you take damage.

I tried to create some kind of dynamic system between different damage types, so that "combat" (I call it conflict in my game, because it works like RISUS combat; it can be nigh anything) can have multiple levels. Such as taunting enemies mid-battle to cause social damage. Or emotionally manipulating your adversaries in social conflict situations for mental damage.

But no, I don't have particularly slow friends, or at least ones who would be interested in hearing about systems. I did explain it to a fellow GM, who got it instantly, but he has been a GM regularly for a long time, so it can just be that he understands mechanics overall pretty well.

I did an overhaul of my rules for church leadership. Any feedback on it? I'm trying to keep bookeeping to a minimum while opening up more domain level things(having churches as agents and domain values, it lets them interface with my domain management system), encouraging exploration with the artifact rules, and making a bit of gameplay out of competition between churches.

Are there any RPGs that use procedural generation, along with a DM?

I'm thinking along the lines of Pathfinder adventure card game, but with scenario still written out by the GM as the cards used or something.

I know its a stupid idea, but I'm curious.

Came across a bag of 50 dice and am trying to design a customizable game around them now. I know there are battle dice games, but they use cards and mats and stuff. Want two players to each have only a bag of dice, and be able to battle, like having a deck of Magic cards or something.

Why not just a triangle?
Why threshold checks? Why not just have one type of damage "bleed over" to the next stat, at a severe multiplier penalty?

Here.

Rate my sheet?

I realized the triquetra itself looks like a OAO smiley with those circles around it, but whatever.

About six-ten hours of photoshop, I am unsure how long I took with that triquetra itself.

Well it is pretty hard, for me at least, to give any feedback with no context. Can you tell us more about your system. At first glance you really need a simpler way of explaining it. What is the difference between Resolve and Will? How do you dmg them?

Ah, umm. Threshold checks are there because I feel like going to zero in health doesn't really represent the human resilience and fragility. A fragile person can be knocked down at relative ease, but a real hardass can take you on well after they should realistically be dead. This has happened, so I wanted to simulate it. With a character of like, what, 95 toughness (95 is max), you are literally a walking tank that cannot be stopped.

And no triangle because I will probably make multiple versions of this sheet, it is for a general system, after all. Some will have triangles, a post-apoc one will have biohazard-symbol for example... It's just aesthetics, man.

Resolve, Will and Toughness are the three primary "health" stats, as seen in my sheet , where they are in the center. They all function the same mechanically, but the effects are different.

Will is mental toughness, Toughness is physical toughness, and Resolve is Social toughness (stubbornness, insistence of the sort). When you are damaged (You are burned, either literally or by words, for example), the opponent has to first succeed in their task, and then succeed in overcoming your resistances (any of the three attributes). If they succeed against resistance (they roll higher than your resistance) they succeed and give you 1 point of damage. If they crit either roll, it's 2 damage.

Now. When any of your health total drops enough that current health x 10 + the resistance stat is less than 100, you roll to "threshold" whether you drop out of the conflict. This is either being absolutely silenced in a conversation, getting knocked out in a fight, you're out. This roll is made every time you take damage and the total is under the threshold.

If you persist and go into 0 or negative damage, you roll threshold as per usual, but whether or not you succeed, you get a lasting scar from it. This is something like trauma, dismemberment etc.

Cont.

There are three resistance / health stats because they influence each other. This is to create more interesting scenarios, but it's also realistic. If you've been taking a beating, talking back to the one who beat you is harder. If someone has totally shut you down, you get stressed out, et cetera.

I'm trying to create scenarios where the players realize this and use it to their advantage to do something else than, you know, bash them in the head, for example. Maybe you taunt the opponent, kicking them while they're down, trying to break them and make them flee, rather than outright killing them. I try to create more opportunities for roleplaying with it.

>you are literally a walking tank that cannot be stopped.
Let me rephrase that. Putting you down is a massive feat, not impossible. It requires forces way stronger than you.

Similarly, someone with super-high resolve can not be pressured into saying something, maybe tortured, but not in many other ways.

I think Composure is much better name for Social toughness esp since Will and Resolve sound similar. It sounds interesting and I think there is good chance that it will perform as intended. That said I think you should work on making the rules more streamlined. I mean if this is just for personal use and your group likes it cool but I think a lot of people get headache from reading
>current health x 10 + the resistance stat is less than 100, you roll to "threshold" whether you drop out of the conflict.

I feel like there is a lot of context I'm missing here. Perhaps make a pdf or something first?

your triquetra is a neat idea, but seems one level of complexity too deep imo.

Well, true. Composure was originally it's name, but Resolve allowed me to get the abbreviation of "Wicked Star" from all the stats. Maybe that's just childish though ;D. It's more of the fact that I'm really bad at explaining things. Even that line makes sense in context, and if I explain it better (Such as: your health stat works as free health, and after that has been used, you will start rolling whether you drop out, with the rolls becoming harder every time you take damage.)
I can't drop the pdf now, I'm going to sleep. Of course, in my head it makes sense, but to others it may seem confusing, because it breaks normal Veeky Forums rules.
The thing is though, this is the game, this health system is the only noteworthy game system that may be of any difficulty to grasp. All the others are basically just roll under your stat + bonuses, nothing fancier than that. No special skills (unless setting has those, of course) or anything.

is this document supposed to be read my humans?

Where could it be improved?

Dunno man if you are into that Rolemaster lvl of complexity it looks fine. I can help more if you ask concrete questions.

OK so if this is liek page 6 of 8 or a part of another larger game that is clearly defined(pathfinder/dnd) then disregard this, otherwise

* The first thing I want to see is the name of the game, then OBJECT OF THE GAME, then # of player, then playtime, then the "In hellsgate, demon bros abound!" kind of italics text that is glanced over

* Once you establish "The object of the game is to kill the king" or what have you, give the reader a 1-2 paragraph summation of how players achieve this goal. "You kill the king by being the first to enter his throne room with a knife". "Knives are acquired at the armory", "Players use bribes to get access to the throneroom."

* Explain setup in detail, step by step, starting with action verbs "Draw 7", "Pick a character"

* Establish gameplay flow by specify rounds and turns and battles and encounters, who goes first and how turns if they exist

* Make sure to establish jargon ASAP so that you don't have to explain it 10 times. For instance, in my cold war game, "justifying" means activating a diplomat on a country to explain interventions, this action happens thorough the rules, and many actions require it, so killing early made my rules cleaner

Ditch the underlining. Only hyperlinks get underlining.

t. needed to vent my game design frust

Oh yeah, some context would be useful.

This is part of a larger system, which I'm in the middle of doing a re-write of. What this bit is, I'm trying a system where instead of having to fully explain each action resolution every time, I'd use the format explained in the PDF. The idea is that I'd place that near the beginning, and that way when I get to something like attack resolution, I can cut out the paragraph of text to explain how the test is rolled and resolved. I'd instead say that you take a test using the following, and then what the effects of the test is.

There's still a lot more to the game, this is just part of it to see if the initial set-up is clear enough for players before going full hog into the re-write.

well then i hope you find what i wrote helpful towrads ur rewrite.

is there a reason to not just use gurps for everything?

maybe

Pretty obviously written by a man.

0/10 would ignore

It's a headache to run

It's a headach to teach

The disadvantage system creates backwards player incentives

It handles universality in about the most archaic and obtuse ways possible

There are styles of play it was just flat out not designed for and making it work for them is invariably more work than just finding a genre themed game that already does

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Well, I could conceive some reasons but the main reason would probably be, let's be honest, to be different.

>DM

jesus, leave that d&d mindset behind

If you can conceive a system that can benefit from it, you can use fookin anything. Of course, those are tried and true, but one of my crazier systems for example uses d60, to measure seconds. To make it a perfect set of d60, d24, d7, d30 and d12, I still need the d7. As you might have guessed, the game runs entirely with time-basis, and it creates interesting design decisions I gotta take. Doesn't matter if it's good, designing games with different rulesets and dice systems is good practice, if nothing else.

Guys I have a slightly horrible, really horrible, idea for my kind of D&D clone. I want to draft my rulebook on the PC, plan the layout, and then hand write the entire rulebook penciling/penning the art myself and then scanning it for print/pdf so the entire book looks like its a guys hand written journal in the world.

Like scale of 1-10 how retarded is this? I can write pretty clearly/consistently.

only if your writing looks like this

I cant even read that. It looks more like this, I'd take a picture but my only camera is my shitty phone.

create a font from your writing, and use it. writing by hand will take years.

I think I'll do a single chapter or something and see how long it takes and then go from there. I'll post the results when they are done. I want to make, literally a fucking work of art, thats a book, I kind of have a hard on for just looking at books and being like "Mhhhmmm thats a fine book" I also want to get into handmade book binding.

Might be cool for like, a special edition or something.

But if you want people to play your game, use an easily readable computer font. Handwriting looks pretty but it's shit for quick referencing, and will cause eyestrain faster.

Here's a very much WiP of the system, the health rules are on page... 4.

My game also has a relatively weird inventory system, where you first separate your misc. items and your "tools", which can be anything from a lockpick set to a battleaxe.

Inventory works with two parameters, space and size. Size means how much you can carry without problems, space means how much you can carry spatially (i.e how much space and pockets you have).

Each item has weight, either regular (takes one space and one size), cumbersome (takes one space and size, adds automatic burden) and weightless (takes one space, but not size). Weightless items start to weigh if carried in bulk.

This system is created so people can't actually carry too much on their person, such as carrying six different weapons on them at all times, while also carrying a shield and donning full plate. And also they have a full item list worth of stuff, without even having anything to carry them in.

Burden just means that if they go over the size limit (they cannot go over the space limit) or have too many tools, they get burdened, and each point of burden excess (over their strength / 10) is -10 to their agility.

I actually just changed inventory size to weight, because fuck that it's confusing to size AND space. They're still so in the pdf, but imagine every time it says inventory size it means weight.

Homeomorphically Irreducible Trees of degrees 5. Basically the "Good Will Hunting" problem but lesser.

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What are your thoughts on diceless resolution mechanics? I've been trying to think of a resource based system but haven't decided on anything concrete yet.

For example, instead of:

>I want to do some ridiculous shit
>ok, roll
>I got a 20
>ok, you did some ridiculous shit

it would be:

>I want to do some ridiculous shit
>ok, that would require you to use 5 stamina. Since you only have 4, you'll suffer some big drawback to pay for the 5th point. Since you won't have any stamina left, you'll be shit at everything for a short amount of time. Better hope it's worth it.
>hmm, maybe I'll make sure I'm in a better position first

Adding a simple dice roll may or may not be worthwhile to add drama.

Just a thought, but what if difficulty were static and the effects of your roll were dependent on the difficulty?

That probably doesn't make much sense, but consider the normal scenario:

>Player wants to do something.
>DM assigns DC (or TN or Obstacle or whatever).
>Player rolls, success/failure determined by mechanics, including critical success/critical failure.

What if instead, the results of the roll were determined by the difficulty? To present a concrete example:

Easy tasks are those in which success is guaranteed. There are three potential results from easy tasks:

>Yes, and something that makes it better.
>Yes, you get what you want.
>Yes, but not quite exactly what you wanted.

Average tasks are those which require some effort. There are three potential results for medium tasks:

>Yes, you get what you want.
>Yes, but not quite exactly what you wanted.
>No, you don't get what you want.

Hard tasks are those which success comes at a cost. There are three potential results for hard tasks:

>Yes, you get what you want.
>No, you don't get what you want.
>No, and something goes awry.

In short, difficulty tiers determine potential roll outcomes.

>Easy: critical success, regular success, partial success.
>Medium: regular success, partial success, failure.
>Hard: partial success, failure, critical failure.

I've been working on a system that uses a card game resolution system (by card game, I mean poker), and I am somewhat wondering if it's worthwhile to continue or if there are already a few excellent systems that use such resolution systems.

So based on some feedback in this thread, I decided to re-write some of my rules.
What do you folks think of it?

What use is there, other than being different?

Do different hands have different outcomes? How does changing hands affect the game? Are there special hands, such as Dead Man's Hand?
... If the game is Wild West, I don't care about these pointers, I want in.

Use of cards can make very different experience than dice rolls if done right. I'd say Malifaux does it right. Not only are the odds different due to using a limited pool of results, but you can also use a hand of cards to change results, adding more strategy to resolution.

Whoops forgot to namefag.

Malifaux seems to use 1-card system mainly, but this poker-hand system seems very different, even though on the surface they seem similar.

I am unsure whether having too much strategy in your rolls is actually good, because that enforces people to metagame HARD. Of course, I'm no stranger to metagame, but that sounds like a system where "best resolutions" are possible, meaning it becomes a game of execution rather than creativity. Of course, creativity emerges from execution, but too much emphasis on "controlling" the character as a puppetmaster can be detrimental to roleplaying, where you're supposed to BE the character.

I do want to hear more about the poker hand system though, it seems a perfect fit for a wild west game, and sounds like something I would like to play or GM... Maybe all those flying banditos in those drawthreads get to see their light of day...

Card game resolution user here.

So to answer the queries... Firstly, yes, intention was for the base 'setting' to be for old west/weird west style games.
Secondly, as for the mechanics themselves, I don't have a fully fleshed out document yet unfortunately so can't share that. But to give a general idea of the basics:
-Character creation handled through a hand of 7 cards that establish 4 stats, character past/profession, general/primary motivation, and their weapon.
-Simple skill checks handled by blackjack like game, with some 'target' modifiers depending on relevant stat.
-Different styles of poker for duels or for regular 'mass' combat.
-Special poker hands included.
-Poker chip / betting mechanic to push risk vs reward.
- Separate rules for horse races/chases.

I will leave it there, since that's just some high level overview, but yeah.

So I just realized, I'm making GURPS.

But not exactly GURPS. What I'm doing, once I fully realized it, is I'm making a generic system with lots of different modules that will allow me to play tabletop games based on whatever vidya I want. That was the design goal I set out with, but it hasn't really hit me until now that I'm making a generic system that is supposed to be able to have rules for a bunch of different ideas and concepts. From Pokemon and Monster Hunter, to Megaman Battle Network.and Legend of Zelda, I'm going to be making small modules for each mechanic the respective games need, and then package them into self-sufficient modules per game. For example, Pokemon won't need my hit location and limb severing rules, but Monster Hunter will. Zelda will need lots of items suited for solving puzzles, while MMBN will need tons of similar abilities to create combos and more. And none of that takes into account what the proprietary setting of the system will need. In some aspects I definitely might've bitten off more than I can chew, and some ideas might need to be dropped (I've already targeted some games as needing their own systems to properly emulate), but there's a lot more to keep me going.

Wondering if anyone else had a similar realization of just exactly what they were doing, or when they discovered how deep the rabbit hole was going to be.

For me, what I set out to do was "make a lighter, more easily understood point buy system than GURPS".

What I ended up realizing at some point, though, was that I eventually ended up aping the approach of BRP and PbtA games and such. Essentially, I was making a very simple, easily expandable skeleton of a point buy system and then making expansions that specifically handled genres like fantasy or post apocalypse or cyberpunk and so on.

Can someone help with Anydice? I want to compare Nd10 dice pools where 8,9,10 is success. So lets say I want to pit 4d10 vs 5,6,7,8,9d10 pools. How to make it all compute together in one calc?

(4/X)*50% is the chance to tie or beat Xd10 roll?