Okay, so I'm starting this thread primarily to milk you guys for advice on a single question. But, I figure I might as well give something back, so if anybody cares to keep talking, we can expand this topic into what the title implies: a comprehensive discussion on
how to design good tabletop game systems. For instance, how would a given decision impact the flow of play at the table. In fact, that's what I'd like to talk about today!
I'm designing my own homebrew system, and I'm having a hard time striking a balance I like between a bunch of different, conflicting ideals. I like rolling fistfulls of dice all at once, for instance, but I don't like slowing down the game while a player counts up dozens. I also like a system that lets heavily focused characters succeed almost all of the time, but I don't want one that accidentally drops off the random number generator until you're
extremely dedicated. I also want something that uses a single notation or other mode of die rolling to avoid feeling like you've got a bunch of disparate mechanics hashed together (like if you roll d20s in combat, but a bunch of d10s for everything else, or something), but I don't want it to feel like every die roll is the same thing over and over again.
So yeah, a balance is hard. Here's a rough draft I've written up of what appeals to me right now, but I find myself thinking it's too complex for play at the table, and I was hoping I could get some thoughts. It's also going to take care in setting target numbers to prevent the aforementioned dropping off of the RNG, and some thoughtful ability construction to keep dice number inflation from racing out of control until implausibly high campaign power levels.
In this system, the basic rule is that in order to perform a risky action, characters have to roll ten-sided dice in order to determine success. Like all roleplaying games that use a dice-based system of conflict resolution, we have a notation that allows us to efficiently describe dice rolls without having to write out detailed instructions for every roll.
Every roll, as a general rule, is based on 3d10. However, these rolls can be modified in a variety of ways; some rules let you roll additional dice and keep the highest 3, while some let you keep extra dice if you're already rolling more than 3. If you would be allowed to keep more dice than you roll, you just get to keep all of your rolled dice; you don't get to roll extra dice as a consequence. Further, some rules call for you to add a number to a result. This is called a modifier, and applies after you add all of your rolled dice, to the sum rather than to each individual roll.
To keep all of this organized, rolls will be presented in the following format:
Xd10kY+Z
X represents the number of dice you're allowed to roll, typically beginning at 3.
Y represents the number of dice you're allowed to keep, typically also beginning at 3. While you can choose any dice to keep that you wish, it's typically advantageous to choose the highest; you sum the results on all dice you keep to determine your roll result.
Z represents any modifier you have to your roll from special rules, which is added after you calculate your result. This determines the consequence of your roll.
Because it's often necessary to use whole words to describe X, Y, or Z, the rest of the description will be italicized and bolded to eliminate any confusion and just generally make it easier to read. Further, in practice, the first 3 dice are always assumed, and not written in a roll description. Thus, you won't see a format such as 3+Xd10k3+Y+Z, which leaves itself open to ambiguity and can require parentheses and other complications to remain unambiguous.
For example, take an attack roll, made to swing your sword at a foe. You roll:
Schoold10kAbility Score+Attack Modifier
Don't worry about what, exactly, each of those words means, but just keep in mind for now that you would roll 3 dice, plus a number of extra dice equal to your ranks in School of combat techniques, and you would keep a number of dice equal to 3 plus an Ability Score that you can use for your attack. You would add together the numbers you got on each of the dice you kept, and then you would add any bonuses or penalties you might get from a special source.
Let's say you're using a Finesse attack (a School that focuses on grace and insight, and in which you have 2 ranks), and you want to use your Dexterity score (3, in this case) with the attack. You've also taken levels in the Warrior archetype (again, don't worry about what, exactly that means right now), so you get a +1 bonus on the attack. You roll 5d10 (3 dice, plus 2 for your Finesse ranks), and even though your Dexterity would allow you to keep 6 dice, you still only get to keep those 5. You roll 3, 5, 7, 7, and 8, for a total of 30. You then add your +1 bonus, and find a final consequence of 31.
Note: while d6s might be more convenient, d10s I hope work a bit better for a system based on adding dice, since it means I can scale target numbers by 5 every time I want you to have an extra die to keep your chance of success even, as long as I'm willing to have a persistent bias toward success built into the system (which I am, within reason; I might have to throw in the odd scale by 10, but the point is that it makes numbers a lot easier to whip up on the fly than basing them on multiples of 3).