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I think I've got some ideas sorted out for a investigative RPG mechanic which is intended to improve on Gumshoe(R).
In working thinking through what the dice mechanic should be I came up with the following realization and easy way to further characterise "roll and add" systems. Technically "Roll under skill" systems are very close, but my guess is the fit into the hierarchy about one half to one dice under there actual dice use.
If it not clear already I'm characterising systems by there dice, specifically the number of dice rolled on each test so GURPs a 3d6 system would come under 3dice, althouth I would expect 2-2.5 dice better represents it. Similarly D20,Rolemaster and the unisystem all come under 1 dice, while Classic and Megatraveller are both two dice systems.
On further two dice system which is worth mentioning is the Babylon Project in which you roll (1D6 - 1D6) ie rolling a positive and a negative dice. Statistically this is no different from rolling 2D6-7.
So know we to which class or system falls into what does this tell us about the system - well I've made the following pretty basic observations, hopefully they aren't revelation to the serious gamers out there , but on the other hand I don't think I've seen anyone put it down in print (or html) before.
1 Dice Systems I think of this as being essentially random - the random element of the result come from a flat distribution so you are as likely to get a good result as a bad result.
One way in which the designer can affect the way this works if by tweaking the range of skills v, the range of results from the dice. If the range of skill level available to the players is much wider the the range of values from the dice then skill predominates the result, but if the opposite is true then the dice are in control which is great for using the dice to add thrills and spills to a story but can be problematic.
2 Dice Systems I think of two dice systems being good for high fantasy and wide ranging space opera. As yet we are not seeing a bell curve but we do have a triangle shaped distribution - eg, the sides are linear.
As the higher successes (and failures) become decreasing likely (in a linear fashion) we are putting more meaning into the specific skill level a player may have . Given a good balance of skill level vs. die results as we mentioned above , we see the characters begin to tend to a mode in their ability to perform .
It is now possible for a player to rely on a base level of competence of their PC but good results occur often enough to keep the story flowing and alive with surprises. 3 Dice Systems At this level a recognisable bell curve has formed. I see this category as for 'realistic' games. There is still a large enough variance to expect outstanding results reasonably often but you there is a strong basis towards the mean. In some ways this is a useful mean position for a system to take and then use other characteristics to push it down to Gritty or up to high fantasy. 4 Dice systems I'm currently not aware of any specific four dice systems, except those with variable dice in which 4 dice tests exists. I see this as being only truly suitable for gritty roleplaying. It will be rare that you roll an outstanding success or failure. Your character is good or bad at what he does, and it's rare it she out does herself. This is probably the biggest weakness of this level - how often do you want to play a nobody trying to be a hero. On the other hand this seems tailor made for Film Noir
Well there it is , take or leave it, but I'd be interested to hear thoughts.
Oh and since I started this about talking about a new systems (which currently only exists in my head) I'll let you know that modulo playtesting I believe I have working 2 and 4 dice conflict mechanics for it , as such it can be used it a variety of genres.
But please , I'm not suggesting you mix these two mode in a single campaign - that would be stupid. |