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Author Topic: Tabletop RPG Mechanics: Philosophy Thread  (Read 8137 times)

Bauglir

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Tabletop RPG Mechanics: Philosophy Thread
« on: April 12, 2012, 11:43:22 pm »

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.

Spoiler (click to show/hide)

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).
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In the days when Sussman was a novice, Minsky once came to him as he sat hacking at the PDP-6.
“What are you doing?”, asked Minsky. “I am training a randomly wired neural net to play Tic-Tac-Toe” Sussman replied. “Why is the net wired randomly?”, asked Minsky. “I do not want it to have any preconceptions of how to play”, Sussman said.
Minsky then shut his eyes. “Why do you close your eyes?”, Sussman asked his teacher.
“So that the room will be empty.”
At that moment, Sussman was enlightened.

Capntastic

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #1 on: April 12, 2012, 11:48:09 pm »

Sounds like you might want to consider looking into ORE
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Bauglir

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #2 on: April 13, 2012, 12:00:58 am »

Hm. Handy! It's certainly an interesting way of compression, and I hadn't considered matching dice. It might be something that could be adapted. Notable things that I'd want to remove is using it to determine speed (if I read it correctly, this fills in for initiative order sorts of mechanics, a staple I actually want to keep) and result effectiveness (I've already got another mechanic in mind that's based on fixed results modified slightly by your check result, but the point is largely that you only need to roll once per action). I'll have to consider how to analyze the statistics efficiently, as well... that one's tricky. It'd probably help if I knew anything about cards, though.

Thanks.

EDIT: That could be a pretty spiffy way of doing critical hits, says my sleepy brain. If there's a match AND you hit, you get a critical hit, and each doubling of the number of matches improves the consequences. It saves me the massive headache of coming up with a sane progression based on the sum of the actual roll, which I posted about at length in the Math help thread before realizing a seamless one is literally impossible within the constraints that already exist. I'll think on it some more in the morning.
« Last Edit: April 13, 2012, 12:35:28 am by Bauglir »
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In the days when Sussman was a novice, Minsky once came to him as he sat hacking at the PDP-6.
“What are you doing?”, asked Minsky. “I am training a randomly wired neural net to play Tic-Tac-Toe” Sussman replied. “Why is the net wired randomly?”, asked Minsky. “I do not want it to have any preconceptions of how to play”, Sussman said.
Minsky then shut his eyes. “Why do you close your eyes?”, Sussman asked his teacher.
“So that the room will be empty.”
At that moment, Sussman was enlightened.

LordBucket

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #3 on: April 13, 2012, 12:59:14 pm »

while d6s might be more convenient, d10s I hope work a bit better for a system based on adding dice

Personally, of the systems I've used, my favorite are those that are based on d100, with percentage modifiers rather than "adding dice." You have d10s. So simply give players two of them of different color. To roll d100, they call the color that is high and roll both dice.

This can be made backwards compatible with d20 based systems simply by multiplying modifiers by 5. A +1 on d20 is +5 on d100.

Quote
the point is that it makes numbers a lot easier to
whip up on the fly than basing them on multiples of 3

I think you'll find that d100 is even easier. Percents are immediately intuitive and familiar to anyone.

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only need to roll once per action

Try something like Arms Law. It uses single roll both for to-hit and damage on d100.

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milk you guys for advice on a single question.

What was the question? I saw no question in your post.

Bauglir

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #4 on: April 13, 2012, 02:02:05 pm »

Ah. You're right! It should be "Is this a system that is feasible for rolling at the table?"

My experience with percentage based systems has been... not so great. Although, in fairness, it's been entirely limited to Unknown Armies (a game whose mechanics I loathe, but it's one my friends like and the mechanics tend to be less important than having fun with some buddies, and it's got some decent ideas in places). It'd help if they had a bit of consistency, which could be achieved by simply saying "rolling lower is always better", though. As it is you have a bunch of independent ranges within which you want to roll highest, but you want the lowest range. At least as far as we can tell.

My main problem, conceptually, with percentage based systems is that I'm aiming for a technically open-ended system (something that doesn't work so well with percentages) that allows you to totally ignore the random number generator for tasks that are, to you, trivial, but might not be for another character. So a sufficiently strong person shouldn't even have to roll to break down an iron door, for instance. You can't model that situation in a percentage-based system effectively. You either have a character who succeeds at every strength-based task (problematic for balanced gameplay), a list of strength scores at which you can bypass the roll entirely for given scenarios (weird balance issues arise here, though, because as soon as your score hits that point it jumps all the way to 100% ignoring the intervening space, which will be different for different scenarios), or target percentages higher than 100 (how do you even roll that?).

EDIT: Oh, and I also just really like the impact of a bell curve on mechanics. I'll lose it if it turns out there's no real efficient way to implement it, but it's something I'd like to keep if it's at all possible. It's something that doesn't seem to be explored often.
« Last Edit: April 13, 2012, 02:04:37 pm by Bauglir »
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In the days when Sussman was a novice, Minsky once came to him as he sat hacking at the PDP-6.
“What are you doing?”, asked Minsky. “I am training a randomly wired neural net to play Tic-Tac-Toe” Sussman replied. “Why is the net wired randomly?”, asked Minsky. “I do not want it to have any preconceptions of how to play”, Sussman said.
Minsky then shut his eyes. “Why do you close your eyes?”, Sussman asked his teacher.
“So that the room will be empty.”
At that moment, Sussman was enlightened.

Willfor

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #5 on: April 13, 2012, 07:55:39 pm »

Use this site to calculate the percentages associated to any given roll of the dice to make sure your numbers match up in any given circumstance. The most basic form of balance is a math balance, where you have a good idea of how successful something is going to be against any other thing. When you know what will happen the majority of the time on a given roll, you can start seeing if the math matches up with your vision, and adjust the numbers accordingly.

If one person is mathematically beating another person 70% of the time when they are supposed to be an even match -- well, you've just found your bug. If one person is beating another 70% of the time when they are perfectly math balanced, that's player error, and that isn't usually compensated for within the rules of the game.

Obviously, this balancing tactic is absolutely useless for anything that doesn't have an accompanying roll mechanic. You generally have to balance those out through playtesting.
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LordBucket

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #6 on: April 13, 2012, 08:04:45 pm »

It'd help if they had a bit of consistency

Well, you're the one designing the system. You can make it as consistent or inconsistent as you want.

Quote
I also just really like the impact of a bell curve on mechanics.

Again, I refer you to Arms Law. The core of the system was about 60 pages of text, one for each type of weapon in the game. Each page consisted of a table that gave results for each possible attack roll against each type of armor. The rationale being that not all weapons would be equally effective against all types of armor, and not all damage curves are equal. For example, someone wearing soft leather armor is probably more maneouverable, and would have an easier time dodging an attack from say...a mace, than someone wearing heavy plate. But the plate would offer more protection. So, comparing the two armors on the mace table, an attacker would need a much lower roll required to hit the defender wearing plate. Maybe he'd only need a 37 to hit full plate, whereas he might need to roll 62 to hit the guy in soft leather armor. However, if he hits, the plate will absorb a lot of the impact, so someone who rolls that 37 and hits the guy in plate might only do 1 point of damage. If he rolls a 62, he might only do 3 points of damage. If he rolls those same rolls against the leather, the 37 would be a miss, but the 62, which is the bare minimum he needs to hit leather at all might do 8 damage.

Since the minimum to score a hit against any armor type with a mace would be 37, and to accomodate bonuses to rolls, the chart for mace would range from 37 to 150.

Crits were attached to the damage values, and were similarly scaled to weapon/armor combination, and referred you to another chart based on attack type: crush/pierce/slash, and each crit was ranked in severity from A to E. So, if you managed a 129 with the mace against the plate opponent, the value listed might be 6BC, which would mean 6 points of damage, plus a roll on the B crush table. Whereas 129 against the leather wearer might get you 14DC, 14 points of damage plus a roll on the D crush table. Both direct damage and crits can be scaled easily, and the value of armor can go way beyond simply "hit or miss." Of course, a crit chart like that is optional if you want to keep all attack damage in a single roll. But crits in arms law were able to apply additional non-damage effects. Stuns, disarmament, temporarily attack penalties, knockdowns, bleeds, etc.

Also, fumble values varied by weapon. It's a little bit silly to suggest that a trainer fighter would fumble on 5% of all his attacks (rolling a 1 on a d20) and it's probably more difficult to fumble with a dagger than it is with a bola, for example. So...maybe only a 1 would fumble with the dagger, while anything from 1-8 could be a fumble with the bola.

Quote
My main problem, conceptually, with percentage based systems is that I'm aiming for a technically open-ended system (something that doesn't work so well with percentages) that allows you to totally ignore the random number generator for tasks that are, to you, trivial, but might not be for another character. So a sufficiently strong person shouldn't even have to roll to break down an iron door, for instance. You can't model that situation in a percentage-based system effectively.

Sure you can. Very easily. Not all tasks are equal. So you, as the gamemaster apply modifiers based on circumstances. For example...let's say the stength scale is 1 to 100, and attribute tests are done on a straight percentage basis. That doesn't mean that anyone with a 100 strength automatically succeeds at every strength test. You could, for example, decide that a particular feat is difficult enough to warrant a 30 point penalty. So...let's say there are two players in the party, one with a strength of 45 and the other with a strength of 100. The target is strength minus the penalty of 30. The player with 45 strength needs to roll 15 or lower to suceed. The player with 100 strength needs to roll 70 or lower to suceed.

Or, let's say your strength scale is a more traditional 3-18 system. Then you simply assign percentage bonuses and list them on the character sheet to the right of strength. Say...every point above 14 gives a 5% bonus, and every point below 10 gives a -5%. So, against that same iron door, let's say you have one player with 18 strength, one with 10 and one with 7. You, as the gamemaster assign a success target. Say...60%. A player needs to roll 60% or better to succeed, but they add their strength bonus to their roll. So the player with 7 strength rolls a 35, subtracts his -15 for a net 20. He fails. The player with 10 strength has no mods, he rolls 59, he also fails. Player with 18 strength has +20, he rolls 42, adds his +20 for a net of 62. He succeeds.

Related, with arms law, I always gave out the charts to one of the players and designated the GM's assistant for the night. We'd know which weapons were in use, so we'd pull out the corresponding pages from the book so he only had 3 or 4 charts to look at, plus whatever weapons I assigned to monsters. I would tell him privately the defense modifiers of monsters, every player would give him their character's defense modifiers, and he would handle the math. Each player (and  I, as GM, when rolling for monsters) would make our own attack rolls and apply our own modifiers, tell him the result. He would subtract defense bonuses and give the result from the chart.

Example:
Player is attacking orc #5 with a broadsword. He rolls a 87, and his bonus is 15, so he says "102." GM's Assistant knows that player is using a broadsword and that all the orcs are wearing chainmail so he already has the broadsword chart in hand and is looking at the chainmail column. The orcs has a defense modifier of -5, so he looks to 97 on the chart and reports the result: "5 A slash." GM subtracts five damage from the orc while the player rolls his critical.

Remember, each player is controlling one character, but you as the GM might be controlling a dozen monsters at once. You don't need to be bogged down by doing all the combat math too. Players have a lot of downtime between turns. Let one of them do it.

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or target percentages higher than 100 (how do you even roll that?)

I think this question was answered by the above, but it's handled by modifiers. For example, if something is terribly difficult, and a player needs to score a target of 110, that means he rolls, adds his relevant bonsues, and the net result must be at least 110 to succeed. If it's a strength test, and using the 3-18 attribute system as an example, then a player with 18 strength gets +20% to strength tests. So if he rolls 70, his net is 90 and he fails. If he rolls a 90, his net is 110 and he succeeds. In this case, to reach a 110 target, a player would need at least 16 strength to have any chance of success, because 16 strength gives a +10% modifier. So, a natural 100 plus the 10 strength bonus would give the 110 needed to succeed.

Also and/or alternately, you could incorporate a "natural crit" system if you want. For example, on all natural rolls of 96 or better, the player can roll percentile again and add the result. The charts in Arm Law by default went up to 150, but any natural, unmodified roll of 96 or better (equivalent of rolling a natural 20 on d20) you roll again and add. So...for example, let's say somebody has an awful strength and is using a weapon they're not proficient in, so they have an attack modifier of -35. But they roll a 97. So they roll again and get 41. So their attack roll is 97+41-35 = 103, which happens to be above 100. Again, players do their own math.

Quote
It'd help if they had a bit of consistency, which could be achieved by simply saying "rolling lower is always better", though.

That's simply a design issue. I gave examples both ways, but this is your system. You can easily design things so that whichever one you want is always preferable. Just because attacks use d100 doesn't mean attribute tests need to. You could mix and match if you want. Or you could keep everything on d100.

The point of rules is not to be difficult for the sake of difficulty. Make something that suits your needs. Arms Law was a very fun system, but it did have a bit of a learning curve. On the other hand, was you were familiar with it, it was fast to use compared to say...Shadowrun which routinely requires you to roll handfuls of d6s and count them. It also benefitted from uniformity and dice simplicity. Provided the person with the charts knew the system, all anyone else really needed to know was to roll d100 and add their relevant bonus. Compared to, for example, classic D&D in which a player might roll d20 to hit, and then if he's using a longsword he'll roll d8 and add his strength. Or if he's using a broadsword he'll roll d8+1 and add his strength. Or is he's using a flail he'll roll 2d4 plus his strength. Different dice and difference bonuses for each weapon. Plus a separate set of dice depending on the size category of the target. Two handed sword against a medium target is 3d6. Two handed sword against a large target is 1d10. Admittedly, D&D was an awful system before they kicked out Gygax and started simplifying things.

Anyway, point being that a d100 system does not need to be complicated. In fact, d100 and d20 are basically the same thing. Rarely will you use modifiers that aren't multiple of 5%. Target of 65 with a 15% bonus on a d100 system is the same as a target of 13 with a +1 bonus on a d20 system. But percentages are generally more intuitive for people, the extra resolution is there if you want it for things like fumbles, and the wider range of rolls makes it easier to incorporate damage results into a single roll via a chart.







nenjin

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #7 on: April 13, 2012, 08:45:55 pm »

I'm also a fan of the d100 system, which you can actually make a d10 system for the majority and only open it up to d100 when you really need granularity.

Just want to comment on something an old table top buddy and I came to in a conversation a while ago. We're all a generation of video game players and I think that tends to influence our thirst for mechanics. We want to simulate as much as we possible can because that's what honestly makes for a good, mechanical video game experience.

What we came to is that, rules and detailed systems are best left to video games and flexible, low-key systems are best suited to table top games, where it's ok to trade dice for roleplaying if everyone understands that's how the system works. Table top should really be capitalizing on the things it can do that computer games can't, like spontaneity and vast arrays of alternatives. All it really needs is some generic rules to catch as many situations as possible so it can bring them to random chance element when it has to. But many table top games get bogged down because they want to emulate the amount of factors that can appear in a video game.

There's a lot of enjoyment to be had from metrics of growth, and I think if there's one place you can afford to have really dialed up rules, it's character creation and character development, because those are two places people can invest time and do things concurrently. Where you can't is combat. There are just too many factors you want to account for, but that ends up turning you into an accountant instead of a GM. Being DF players, that's probably especially relevant.

Where things can be governed by roleplaying rather than dice-rolling, keeping it to one dice roll, or one chart, is a good thing IMO. Interactions shouldn't get a lot more complicated than Dice vs. TN. When you start relying on modifiers to add in your detail and diversity, (I get +1 because it's raining. "Oh but you get -4 because you're blind." "Don't forget the plus two from my Aura of This&That." "I'll give you a +1 for good roleplaying." "You're +2 versus Orcs but you're -3 against chain mail." "He's charging so you're at -2 to hit." "Whose turn is it again?") is when you get bogged down. Abstracting away as much of that possible makes for better and honestly more narrative combat.

Call of Cthulhu (the d10 version) struck me as a really great blend. It was very focused on narrative story-telling, but player growth was still there. (Stats were like 10 to 100, and could grow or get reduced by fractions too IIRC.) Everything was just "roll your percentile. Make it?"

Also: open-ended dice rolling (you roll max, you roll again) can add a lot of variation to outcomes without radically increasing the amount of rules you have to manage. It scratches that "gotta roll dice!" itch while keeping the math low.
« Last Edit: April 13, 2012, 08:53:42 pm by nenjin »
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Bauglir

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #8 on: April 15, 2012, 12:29:44 am »

@LordBucket

Hm, okay. Hadn't considered modifiers in a percentage based system. They work, but basically by converting it to the same principle as a D&D system with an expanded RNG. You just key the results of the roll to the actual results on the dice, as well, which is a decision I do approve of. Not so much a fan of what sounds like a lot of table lookups, but that's a personal preference more than anything, and lord knows I'm going to have plenty of tables in mine. I just hope to make them something that you don't need to reference in-play (which it sounds like you need to with things like armor vs weapon tables; you can figure your weapon out in advance but you'll need the table to account for the armors you'll encounter). Arms Law just seems to simulationist for what I'm attempting to do.

That is to say, I'm not so much trying to provide rules that simulate reality in great detail, but ones that simulate tropes to great effectiveness. That's probably going to mean a lot of abstraction, to let the entire system be grasped at once, and a lot of suspension of disbelief, because a lot of tropes don't make sense if you apply logic to them. But if I'm designing the laws of physics, I want to build them to create a world in which all those tropes are logical outcomes, things you'd expect to see.

To provide answers to what I've got planned for some of those situations, I'm thinking of having a fumble be possible only when your dice are reduced to 0 (similar to WoD's chance roll mechanic; in fact that inspired it). I don't like the idea that the world's fastest attacker is as or more likely to stab himself in a given round than a novice (an inevitable consequence of a system like "On a roll of a 1", and one that needs irritating kludges of patches to fix). Critical hits aren't extra hit point damage, but an extra special effect, and I'm thinking of grabbing that matching dice mechanic because it allows me to cut an extra table I'd prepared and which you'd need to memorize or have in play. So if you roll matching dice AND hit, you crit, and for every doubling of the number of matches you get an extra special effect (and the system I already have in mind is infinitely scalable for this). Probably need to construct a crit system for noncombat situations that isn't "automatic success". I want a system that provides a framework for the aforementioned tropes in more than just beating shit up, so more all-inclusiveness is good.

@Willfor
That is one handy site. I actually found it, about a week after I spend a weekend learning how to code again so I could construct a development dice roller >___<

Appreciate the link, though, and you're absolutely right. Once I've got some kind of rolling mechanic that I think is feasibly quick at the table, I'll be using a similar tool to that to figure out how target numbers should scale and such.

@nenjin
Yeah, you're right. I've noticed a lot in D&D games lately that arbitrary modifiers can slow things down. Our parties have lately taken to mutual buffing, which (while making us super awesome since we tend to have more'n 4 people, so the synergy is greater) slows things down while we try to figure out our bonuses. At level 1, even, we spent about 5 minutes over the course of a battle on this. My preference here is to have a stacking rule that simply goes, "The highest bonus of any kind and the highest penalty of any kind apply, and no others". Might be a bit draconian, but seems like a decent enough way to slow that down.

I'm also in complete agreement about the character development/table play dichotomy, and it's actually a major feature of the philosophy I've been approaching this with. I want what's almost certain to be extraordinarily complicated character building, because I have an absolutely enormous range of concepts I want people to be able to play, and in particular I want to use emergent complexity to create characters I never even conceived of. One of D&D's major failings, I think, at least in 3.5, was to ignore the possibility that the game wouldn't be played as intended. I want to take advantage of that, in the hopes that if I build with it in mind, the crazy things that slip through the cracks won't be Pun-Pun. But I digress into too much brain crack. The point is, the reason I'm suddenly spending so much time on the dice rolling mechanic is that I want it to be the core of what happens at the table. Ideally, it should be only rolling that ever takes place (barring niche situations like determining the outcome of a game of chance or whatever else the DM decides to arbitrarily use dice for as an extramechanical process). And so I want it to be something you can do quickly enough that it doesn't seem like it bogs things down, but still something that can generate suspense and give the act of rolling a sense of weight in itself.
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In the days when Sussman was a novice, Minsky once came to him as he sat hacking at the PDP-6.
“What are you doing?”, asked Minsky. “I am training a randomly wired neural net to play Tic-Tac-Toe” Sussman replied. “Why is the net wired randomly?”, asked Minsky. “I do not want it to have any preconceptions of how to play”, Sussman said.
Minsky then shut his eyes. “Why do you close your eyes?”, Sussman asked his teacher.
“So that the room will be empty.”
At that moment, Sussman was enlightened.

nenjin

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #9 on: April 15, 2012, 02:54:05 pm »

My friend's system works something like this:

-Outright failure is the exception, not the rule. What's not in question is whether the player will succeed....what's in question is how they will succeed. A player may have one way they want something to happen, and if it's justified by their stats and roleplaying, it should happen that way. The GM is the arbiter of when something isn't a slam dunk.

-When it's not a slam dunk, that doesn't mean they failed but it means they may not have succeeded in the way the were expecting to, or that things turned out exactly as they planned. Combat becomes a prime example of this.

-A player should only be asked to roll if their character's ability to do something is in question. Combat gets the presumption of uncertainty, but not always.

-Roleplaying, in tandem with stats and equipment, should guide the decision whether or not to role dice.

-The margin for total, abject failure should usually remain small. Fumbles can be fun, but they can also be really goddamn obnoxious too. The same goes for critical hits.

-When dice have to be rolled the GM scales the TN based on as many factors as they can remember. Rather than totaling up bonuses on the player's end and figuring out what the net result is, the GM generalizes what's going on and adjusts the TN appropriately. In my friend's system, success is usually always the same numbers on the dice that shift slightly after a lot of things get factor in. So if success is 4+ on a D10, and there are A LOT of factors impacting a combat roll, that number might rise to as high as a 7.

-People communally agree that these are the rules and try to live by them. It requires a fair amount of trust in your DM, which is actually rarer than it sounds.

His system doesn't work for everyone, especially those who are prone to crave rules and the consistency dice provide. If someone wants to argue why their TN should be better (or worse), that can slow things down considerably. It also de-emphasizes a lot of the book keeping on the player's end, and some can feel like they don't have a pro-active enough role in how things turn out. But to those people, we usually say "well, come up with something more interesting to try!" because they don't realize in the absence of rules and mechanics and gear....they're free to roleplay as much as they want, even in an action sense. You don't need the "Leap" skill and calculate your chances of success...you just need to have seen and built this character as an agile, jumping type and then say that's what you're going to do.

Another place lots of hard-coded rules is a poor idea is in social interactions between DM and player. (Or player and player.)  In those situations rules and numbers guide what people are willing to try way too much. No player is going to take a low charisma character with no social skills and try to smooth talk their way around. They're going to fall flat on their face at some point, according to the dice, and the whole charade is over. They may not even try to roleplay within the character concept because of it. With a system that pays less attention to the actual mechanics of the moment, elements of their character or their character sheet frame their roleplaying approach.

On the flip side, I've had smart people play dumb characters and then roleplay very smart (and possibly above their character's level of intelligence.) And then when asked to roll dice and they failed, they were really irate. They roleplayed it to the hilt and the dice simply screwed them. At which point begs the question, which should honestly be more important? I'd rather debate for a moment what a character would or wouldn't do....than watch someone who put the effort in get robbed by the dice. It's the worst kind of anti-climax.

I've always noticed that in dicey, rulesy games, people forgo a lot of roleplaying because they know a dice roll is ultimately the bigger determinant of success than what they say or how they say it. And that's a real missed opportunity.

My revelation came in a game of Shadowrun a few years back. We were supposed to sneak into this concert venue that was being set up, to get the location of a disk of stolen valuable music from one of the performers. I was playing a rough and tumble Orc street samurai, and my first thought about getting in was "I'll pose as one of the workers." No bluff or disguise skills, terrible social stats....but I roleplayed myself grabbing a bundle of cable, throwing it over my shoulder and heading inside like I belonged there. When I was inevitably stopped by security, I played it to the hilt. "Look chummer, no one tells me drek about drek, I'm just supposed to carry this stuff inside." "My boss will have my ass if this isn't done, we're already behind schedule." "Can we walk while we do this?"

My GM was so thunderstruck he couldn't formulate a response, so he just waived me through. I got massive karma for that little stunt. Without rolling dice.

Now, if I had tried to smooth talk a hot elven socialite, that probably wouldn't have gone so well, for several reasons, dice rolls included. But a good GM knows when to let the player's talking determine the result and when to suggest a dice roll is required.

When they don't make that distinction in roleplaying contexts, and someone fails, a GM sometimes has to retroactively hand-waive the failure so the player still feels like their roleplaying meant something. And when you're doing that, honestly, what's the point of requiring a random chance in that situation at all? You don't want them to blow it, they don't want to blow it, so why leave that opportunity?

When you say something in a video game to a story character to advance the dialog, there's no random chance that will fail and the NPC will go "Uuuhhhh, what?" That's a distinction that sometimes roleplayers and GMs don't seem to make.

It's all about the separation between what's good for the narrative versus what's good for the action. And the vast majority of what people are doing in table top RPGs is about the narrative. The action should make up a much smaller percentage. And combat and dramatic things aren't by definition part of the action, often they are more part of the narrative.

To me, "action" is the drama of no one, not even the DM, knowing the outcome. Dice do that handily. But at the end of the day, it's not the action that makes people want to roleplay long-term. It's the sense of agency they get from the narrative. And for that dice aren't required at all, and can even interfere with people's sense of control.
« Last Edit: April 15, 2012, 03:23:01 pm by nenjin »
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Kilroy the Grand

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #10 on: April 15, 2012, 02:59:54 pm »

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nenjin

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #11 on: April 15, 2012, 03:28:00 pm »

Relevant to this thread

That was awesome and amazing, and fell and terrible. All at once.
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Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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How will I cheese now assholes?
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Bauglir

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #12 on: April 15, 2012, 05:41:11 pm »

I do love that short.

------

I think we might be at a sort of a difference when it comes to a big chunk of that long post. I actually want a system that supports mechanical play for social situations and other niches that most games don't seem to cover. But I want to be clear, that's "supports", not "determines". Much like combat, I want the player to be making decisions freely without having to be restricted in that by what their character's statistics are. So, no matter how bad your character may be at smooth-talking, you should always be able to try. That said, I also want the character's abilities to be relevant to what they can succeed at.

There are, to my mind, two major ways you can go here. You can have the system ignore social abilities altogether. This means that roleplaying is entirely a player decision, and you shouldn't be using dice rolls at all. You have to trust your players and DM not only to be willing to roleplay their characters (including disadvantages), but, more importantly, to be capable of doing so. This typically works out fairly well when you've got a fairly narrow level of play, within the range of the average person. If no character or NPC is superhumanly convincing or incapable of forming a complete sentence, then there's a reasonable chance your group can actually handle molding their minds to that range of skill. You don't need extra rules, which just amount to needless clutter and wind up overly restrictive (because, after all, there's a good chance that if the player can do it, so can the character).

For me, though, I want to have the system be able to accommodate those extremes, at least in this case. And the analogy that got me to have that breakthrough was this: You wouldn't expect your barbarian's player to tear an actual tree out of the ground and hurl it a target, so why should you expect the bard's player to tell a lie that convinces a man you've tried to murder, repeatedly, that you can now be trusted? At some point, you need to abstract some level of detail to allow the narrative to remain plausible. That's not to say players should actually stop roleplaying; in my own constructions, I'm emphasizing that roll results tend to describe the eloquence of a delivery, rather than the actual content, and to try to give mechanical bonuses when it's agreed that an example was particularly good. Additionally, I've found it important to clearly and sharply delineate what you can actually accomplish with rolling, to prevent social "encounters" from becoming a form of mind control - the first and most important rule of that is that a character's player (which may be the DM) determines just how the outcome of the roll affects that character, and the second being that the issue being rolled for (such as the outcome of an argument) must be agreed upon beforehand by every player participating.

I'm definitely working toward a less freeform system, but let it not be said that such a thing is inherently better. It's typically just a bulkier system, with all the advantages and baggage that implies. Consistency, though, is a thing I want to emphasize (not only between different types of rolls, but between what the rules allow and what sort of world that implies).
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nenjin

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #13 on: April 15, 2012, 05:56:12 pm »

I think what his system gets at is, you can still have "persuasion" and "bluffing" and skill levels in them and all that. But those guide the choice to roll dice or not, given the context. A professional liar should have no problem convincing a stranger to loan him some change. You can pretty much do that with a "and you bilk some guy on the corner for some change." They should have to test when lying to the police about their whereabouts, and probably have some fairly low TN. They should have to role when convincing the spymaster that they're not the mole in the organization, and the TN should be a good challenging amount.

If you take the know-nothing fighter and put them in all those situations, with zeros in all the relevant social traits, then they should be testing AFTER the make their explanation. And if the explanation/bluff/lie reads well enough, just forgo the dice rolling at the lowest and maybe even the medium level (if it was really just an amazing monologue.) But for the highest level, they should have to talk and test with their piddly skills.

I like rules a lot myself, but I'm reaching the point where I don't want to book keep anymore, at all. When players are staring up at the ceiling counting stuff off on their fingers in the middle of a social interaction, that's when it's gone a little far for me.

This way you avoid the clutter of rules when the rules don't even really matter. Kind of like, in D&D where your chance for missing like 2%. People will still roll that d20 on the off chance they miss. (They roll for the crit too, but...) Streamlining out the rules when they don't honestly matter, or they matter less than the content of someone's roleplaying, is what his system tries to do.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

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Re: Tabletop RPG Mechanics: Philosophy Thread
« Reply #14 on: April 17, 2012, 05:22:59 am »

I find that any tabletop RPG or boardgame set in the real world is inadequate without Mongols in it. I don't know why, but I feel like Mongols add something special.
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