Forum changes: Editing of posts has been turned off until further notice.
Started by Bailywolf, March 14, 2002, 12:14:59 PM
Quote6 The results are Each push of the dice demands description.
Quote from: ValamirClever. Do you actually envision a "roleplaying" game with this as the mechanic, or more of a series of staged conflict resolutions such as implied by "arenas" and "bouts"?
QuoteHow do settings get defined? Are they established in advance or created on the fly? Frex, when did it get decided that Alphonses Light magic trump Shadow; before character creation when the setting was defined...or during play to confront Mordon with a tailored opponent?
QuoteHow do the techniques get chosen? These rules would lend themselves very nicely to a very Gamist confrontational type of game, so perhaps point based purchaseing would be effective.
QuoteAn idea for another technique "Secret Dice". You can hide (under your hand) the value of the die pushed forward for Init and Attacks (or even seperate them "Secret Init", "Secret Attack".)(snip)
QuoteAnyway, I'm envisioning a "Hero Quest", or "Dungeon", or "Dune" type game would work well with this.
QuoteBTW: please share the rules for effects.
Quote from: wfreitagOkay, let's talk about the numbers. I'm concerned about the Max mechanism. A a player's effectiveness in a round appears to depend mainly on the total rolled. That total depends linearly on Bones, but more or less geometrically on Max:MAX -- AVG. ROLL PER BONE1 ---- 0.172 ---- 0.53 ---- 1.04 ---- 1.675 ---- 2.56 ---- 3.5
QuoteI think you had in mind here that going into Action phase with more dice (albeit with lower numbers) could be a useful tactic against fewer dice with higher numbers. But lowering Max to add a Bone actually gives you, after the roll, about the same or fewer dice with lower numbers, unless you have a rather small number of Bones. For example:3 Bones, 6 Max: 3 usable rolls averaging 3.54 Bones, 5 Max: 3.33 usable rolls averaging 3.05 Bones, 4 Max: 3.33 usable rolls averaging 2.56 Bones, 3 Max: 3 usable rolls averaging 2.07 Bones, 2 Max: 2.33 usable rolls averaging 1.58 Bones, 1 Max: 1.33 usable rolls averaging 1.0
QuoteConsider converting all rolls over the Max to the Max, rather than discarding them entirely. (Minimizing your Max could then be interesting. Being the only one with dice left could be devastating, even though they were all 1s, but you'd have to survive long enough to use them, with only counters of 1 to defend yourself with.)
Quote from: Ron EdwardsHi there,But I do want to say that one thing I've been really wanting to see is a Gamist RPG that is not based on the traditional late-70s dungeon-fantasy context.We have tons of non- or almost-RPGs that do with, including Bedlam and the other games I mention in the Bedlam review. But I'm talking about a plain solid RPG - (1) Gamist to hell and back, (2) not in that dungeon-fantasy context.
Quote from: BailywolfAny suggestions for moderating this? Is it as simple as making Max three times more expensive than Bones?
Quote(much tasty content sniped and digested)However... that's reckoning without Techniques. Techniques could compensate for this somewhat. For example a Technique that increases the benefit of higher numbers rolled would encourage higher than "optimum" Max, while a Technique that adds value to over-Max die rolls would encourage lower than "optimum" Max. In some cases, once the Technique is taken into account, including the cost of the Technique itself, an optimum might still be there, just shifted. But some Techniques, like one that converted your over-Max die rolls into rolls equal to your Max, might alter the whole curve and restore the independence of Bones and Max. What would be even better would be if a player's choice of Technique affected the benefit yielded by other players' Techniques, so no one player could sit down and optimize without knowing what the other players had.- Walt