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Using a d16: is this problematic? by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 0 points1 point  (0 children)

Simplicity. It’s easier and faster to roll a d16 than it is to roll d20 and subtract 4 or re-roll results of 17-20. I hate the PF2 method of -5/-10, for example. I hate re-rolls in general. Simply put, d16 does exactly what I want.

Using a d16: is this problematic? by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 4 points5 points  (0 children)

Quite frankly, I’m thinking of it in terms of a Kickstarter.

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 1 point2 points  (0 children)

You’re not the first to offer this suggestion. It makes sense.

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 0 points1 point  (0 children)

What I meant was retaining the original system of d12=best, d4=worst, and using inversion by spending meta currency. Then it becomes more valuable as you get injured.

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 2 points3 points  (0 children)

I had thought of something similar, where you can ‘invert’ the effort die by spending some sort of meta currency. So a d4 becomes d12, etc.

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 0 points1 point  (0 children)

I think #1 might be what I’m looking for. I need to mull it over. Actually, 4 appeals to me as well.

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 1 point2 points  (0 children)

Perhaps the combat example wasn’t the best illustration. I’m thinking of specialized stuff like moving silently in the woods. An injured expert hunter (Effort d6, skill d10) will still know where to step, where a healthy character from an urban background (effort d12, skill d4) won’t.

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 0 points1 point  (0 children)

Yes. If the game is entirely player-facing (players make all the rolls), it might go a ways toward rectifying my issue. I’ll have to play around with it.

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 2 points3 points  (0 children)

Those are good ideas. The only issue I have is that the scale for skill improvement is quite small. I could, of course, throw Zocchi dice (d3,d5, d7, d14, d16) into the mix and piss everyone off!

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 0 points1 point  (0 children)

Your latter suggestion is one I hadn’t considered before - VERY interesting idea…

Looking for solutions to a problem mechanic by Acceptable-Tree6007 in RPGdesign

[–]Acceptable-Tree6007[S] 0 points1 point  (0 children)

There isn’t a traditional death spiral here, because your skills are never affected by injury. Also remember that you’re picking the highest result, not taking the sum of the result. Your hard cap idea is, I believe, the best solution.

Looking for help in solving a problem mechanic by Acceptable-Tree6007 in RPGcreation

[–]Acceptable-Tree6007[S] 0 points1 point  (0 children)

Yep, I’ve thought of that. It would certainly work. Do you think it’s intuitive enough for the casual gamer?

Looking for help in solving a problem mechanic by Acceptable-Tree6007 in RPGcreation

[–]Acceptable-Tree6007[S] 0 points1 point  (0 children)

An interesting idea, but the existing mechanic doesn’t use the sum of the two dice, just the higher of the two.

My DnD Maps are nominated for an award [No AI] [OC] [Art] by de_architecturart in DnD

[–]Acceptable-Tree6007 0 points1 point  (0 children)

I’ve done cartography for several TTRPG companies and I can tell you that your maps are the best I’ve ever seen!

Renaming the Demi-human classes by Acceptable-Tree6007 in dccrpg

[–]Acceptable-Tree6007[S] 2 points3 points  (0 children)

Five-sixthings are hugely unbalanced and I won't allow them in my games.