As I brought up in a previous article, to play around with the mechanics is to create the rules by which the game world is governed. Role-playing games are an attempt to simulate reality, but not actually the reality we live in. (What is there to simulate? Double-stuff Oreos already exist!!) Role-playing games simulate the logic of the fictional worlds we see in books, movies, TV shows, and other media. One rule that applies in many of these fictional worlds is that when things get really tough, characters have a resource that they can tap so that they can succeed at their task. It may be called luck, fate, edge, hutzpah, moxie, karma, the goodwill of the audience, the matrix of leadership, or any variety of things; the character applies this resource at just the right time so that everyone can live happily ever after… if that’s your genre. There are a variety of ways that this is simulated in role-playing games. The great John Kim wrote an article to give a quick history of the origins of these mechanics. They are called something different in almost every game that uses them, but for simplicity’s sake I will be calling them luck resources. Luck resources vary between games, but generally they allow players somewhat greater agency by allowing them to reroll, modify dice rolls, and add or change story details. Some luck resources can only be used by the players, some by both the players and the gamemaster. They may sometimes be used before making a roll, afterward, or both. In spite of all these differences, however, I’ve identified the best luck resources as 1) simple to use, 2) providing effective agency (in quantity and quality), and 3) balanced so that they don’t break the game. Let’s start with the ugly: 1) Bad Karma: Marvel Superheroes (Ugly) I hate to beat on TSR’s Marvel Superheroes so much, because I’ve spent many a happy session playing Beast and any number of homebrewed superheroes; but the luck resource used in this game is broken. It is called Karma: characters earn Karma by doing good deeds, saving the day, and otherwise behaving heroically. Karma can then be spent on character advancement or to succeed on rolls. Spending Karma to succeed is where this becomes a luck resource. The difficulty, however is that you need to use the same resource pool for both advancement and luck. The mechanic is simple to use, but it fails to allow effective agency. I agree with John Kim in his above mentioned article; this mechanic generally leads players to either hoard their Karma to make their characters stronger, or to spend it all the time and leave their character weak. This creates a disparity between characters and bad feeling around the table about Karma spending, making for an ugly mechanic. 2) The Hand of Fate: Fate Core and Fate Accelerated Edition (Good) Can I write an article without talking about Fate? I admit my bias, this is my favourite game.That being said, this luck resource leaves just enough to be desired. It is based on Fate Points, which are integral to the game. Players begin each session with a certain number of Fate Points (usually 3), and they earn extra points when bad things inevitably happen to their character. Fate Points can be used to modify rolls before or after they are made, to re-roll, or to create story details, but with a catch; they can only be used to invoke different story elements, called aspects. Without going into great detail, what that means is that your character design will flavour the way ‘luck’ works in gameplay, which adds great storytelling value.The limitation I mentioned is in the value assigned by the mechanic. According to the basic rules (there are variations), a Fate Point is worth +2, no matter how perfectly or poorly it applies in a given situation. This makes the mechanic very simple to use, but at the cost of the quality of player agency. 3) The Bleeding Edge: Shadowrun (Hella Fun!) Say what you want about Shadowrun; in an entirely-subjective-not-measurable way, this is my favourite luck resource. Shadowrun uses a dice pool mechanic to resolve tests. Edge, a kind of luck mechanic, is treated like a character attribute - that means players can choose whether or not they want to have it during character creation. Very early on, I realized what it was and pretty much always bought it up as high as functionally possible. In a single session, you could call on Edge a number of times equal to your Edge attribute. You could call on it before or after your roll, with different effects. After the roll, you could re-roll or roll a few extra dice. If you use it before the roll, however, it would allow you to add a number of dice equal to your Edge score to your pool. Also, if invoked before the roll, sixes got re-rolled in a sweet exploding dice mechanic. All that just to say that five times a session, I was shaking a mitt-full of dice that meant the odds were most definitely in my favour! 4) Where Have All the Heroes Gone: Mutants & Masterminds (Bad) Now, to clarify, Hero Points is not actually a bad mechanic. It’s quite good. It does everything that you want a good luck resource to do. In writing this article, I just noticed that there’s only one luck resource I marked as bad, so I’m going to pick on the one flaw in this one. In Mutants and Masterminds, players get Hero Points that allow them to re-roll, modify a roll, and add or change story details, much like Fate. Players receive them for doing heroic things, like Marvel Superheroes, or for accepting complications built into your character concept, again like Fate. What’s the drawback? The problem is that even if you’ve earned points, the amount you have resets to just one at the beginning of every session. This weakens an otherwise powerful mechanic by limiting the quantity of times players can take agency. Just make a house rule to fix this one - it shouldn’t break the game. 5) A Muse of Fire: Dungeons and Dragons, Fifth Edition (Good) So simple, and so fun, the Inspiration mechanic from D&D 5E is the first luck resource for the WoC franchise that applies to all characters regardless of race or class. It is somewhat different from the others mentioned above. Instead of allowing players to reroll or modify a roll, it permits the player to invoke the ‘Advantage’ mechanic. This increases the odds of success (including critical success) by allowing the player to roll a second 20-sided die and choose the highest result. Like the Shadowrun mechanic, this improves the odds while still allowing for titanic failure when the dice gods demand it. Players may only have one point of inspiration at a time, which is somewhat limited… but borrowing the Advantage mechanic and allowing the resource to only affect dice rolls keeps the balance and just adds a layer of fun to the classic game. There are many other luck resources that I’ve heard of and read about: Savage Worlds’ ‘Bennies,’ Open d6 ‘Fate Points’ (not to be confused with Fate ‘Fate Points’ - stay with me), and many others. I’ve written about the ones that I’ve actually played; but from what I’ve read, the luck resources covered above represent most of them in functionality. All of them are intended to give a larger-than-life movie feeling to your game, and will hopefully help you to take your games to the next level!! Landrew is a full-time educator, part-time art enthusiast. He applies his background in literature and fine arts to his favourite hobby (role-playing games) because the market for a background in the Fine Arts is very limited. He writes this blog on company time under a pseudonym. Long live the Corporation! Tags: Dungeons and Dragons, d20, Marvel Superheroes, Fate Core, Fate Accelerated Edition, Shadowrun, Game Design http://www.darkshire.net/jhkim/rpg/systemdesign/heropoints.html http://www.highlevelgames.ca/blog/5-good-bad-and-ugly-dice-mechanics Role-playing games are the best thing since sliced ogre for you, your kids, and your grandma... but there is one particular happiness that can be gained from them that is not for everyone. Only the select few, those of us with refined palates, the nerds among nerds who would appreciate the emphatically overdrawn syntax of this sentence ever learn to enjoy it. It is enjoyed by such brilliant minds as the Matt from Herding Dice, John Kim, and other masters of mechanics. This is the joy of the hacking the rules themselves. To play around with the mechanics is to create the rules by which the game world is governed; it is a creative process in some ways more fundamental than playing a role. The core of all role-playing games is that they simulate a reality in which people can enjoy playing characters. Game designers have found many different ways to simulate the limitations of reality while allowing characters to have autonomy, each game striking a balance between a sense of realism with a sense of fun. Each design has a different flavour; there are so many games out there now that you can truly order them to taste. There are many mechanics that form a game. This article’s focus is on dice mechanics, what makes them good, exciting, clunky, or weird. Dice mechanics are good when they 1) create tension (there’s a variety of possible outcomes), 2) are somewhat realistic, and 3) are simple. If you have any favourite dice mechanics, please let me know in the comments! I’m always looking for interesting game systems. 1) Meat and Potatoes: d20 mechanics (Bad to Good!) Dungeons and Dragons, Pathfinder, and the d20 Open Game License are the staple of many a role-player’s diet. d20 mechanics have their high and low points. There are an exciting twenty possible outcomes for each roll, which usually include one opportunity for wild success or critical failure. These mechanics break down in the realism department because each outcome has an equal chance of happening. The rules change the probability of success by incorporating modifiers and changing target numbers, but no matter how weak or powerful your character, there’s still a 5% chance that you’ll either critically hit that dragon or fall flat on your face jumping over a log. These eventualities often seem out of place and ridiculous. Regarding simplicity, recent incarnations have improved considerably, most of them paring it down to just a 20-sided die, avoiding the need for excessive polyhedrons. The 5th Edition Dungeons and Dragons also introduced the idea of advantage and disadvantage, which improves the believability of the outcomes by giving players a pool of two 20-sided dice to choose from. 2) All Had The Graph Of Power! Marvel Superheroes (Bad to Ugly!) One dice mechanic that has always intrigued me is the one designed for TSR’s Marvel Superheroes. It features very simple resolution: every action is resolved by a percentile dice roll combined with consulting a chart. It accounts for the huge disparity of power in the Marvel Universe by having each character roll under the assigned level of their power for different effects. As interesting as it is, however, the reality it creates is a broken one where failure is frequent. This means Colossus may have difficulty pinning a starving serf to the ground, and Aunt May can knock Spider-Man out cold. There are some mechanics that work to mitigate this kind of thing, but they aren’t powerful enough to avoid frequent absurd power upsets. Wild successes and failures are defined by the chart. Oddly, if you put together the chance of a wild success or a critical failure, depending on the action you’re taking, it is frequently more likely to knock it out of the park or to fail epically than it is just to succeed. Again, this undermines the sense of realism in the game. 3) One Roll To Rule Them All: Fate Core & Fate Accelerated Edition (Best!) Featuring a robust mechanic based on the earlier FUDGE system, the Fate systems are two of my favourites. Players simply resolve all actions using a small pool of four FUDGE/Fate dice, which are 6-sided dice that supply outcomes between -4 and +4. There are fewer outcomes possible with this type of roll, but the outcomes follow a curve. The curve makes wild success and failures possible, but more rare, lending a sense of realism. There are also other mechanics that enable characters to succeed where they otherwise may not, and scale mechanics that allow this single dice roll to resolve conflicts on any scale. In combination, this creates a dice mechanic that simulates realistic outcomes, while providing the creative freedom of a truly universal system and enough tension to make victory sweet. 4) Welcome To The Desert Of The Real: Shadowrun (Good to Ugly!) There will always be a soft spot in my cold gamemaster heart for this game, though I don’t play it much anymore. In principle, the resolution mechanic is fairly simple; a combination of skills and gear provide characters a pool of 6-sided dice they use to resolve opposed, unopposed, and extended actions. The bigger the dice pool, the greater a character’s chances of success or wild success. Dice pools by nature allow somewhat more realistic outcomes, and the core mechanic is really quite simple. There are so many additional rules, however, that gameplay tends to bog down in the simulation. Almost every piece of gear, skill, and action has a specific rule that is perfectly logical and lends to a sense of realism for the game. But, frequently, the complexity takes players out of the game too much for them to enjoy the sense of immersion that so rich a game world deserves. Also, rolling upwards of twenty dice is both super fun and more than a bit ridiculous. 5) ...And Four Stunt Points! Fantasy AGE (Good!) This dice mechanic is a hybrid of early d20 mechanics and the Fate system. It uses a small pool of three 6-sided dice to resolve actions with a single type of roll. Outcomes range from 3 to 18, again making them feel realistic. An object of study for Matt from Herding Dice, it also features some super entertaining tricks. When players roll doubles, they gain a certain number of points with which to buy stunts – which are cool things their character can do. This means that wild successes are not limited to high rolls (though high rolls help). While it does not cover the same scope as Fate, it is nevertheless a very enjoyable resolution mechanic. These are only some of the highs and lows that players may encounter using different dice mechanics. Of course, this article doesn’t consider all the different mechanics that exist, and doesn’t even touch other forms of resolution. If you’re still reading, you’re probably of the ilk that will stay tuned for the forthcoming article about alternative resolution mechanics. See you there! Landrew is a full-time educator, part-time art enthusiast. He applies his background in literature and fine arts to his favourite hobby (role-playing games) because the market for a background in the Fine Arts is very limited. He writes this blog on company time under a pseudonym. Long live the Corporation! “Your sword is gone.” “WHAT?!?! What do you mean??” “It doesn’t exist anymore. You have no sword.” “But that was my +5 family heirloom sword! It cost me 50,000 GP and we spent four months in real time on a side quest to get it!!” “...and you put it in an annihilation portal trap. Tough.” “Don’t I get a saving throw?!? Or something??” WARNING! All of the mechanics I mention below are risky. This does not mean any of them are forbidden, nor even bad. Some of them are actually quite common. They are risky in the sense that they threaten to take the fun out of the game for some players. I wrote an article about some rewards that role-playing gamers want to get from their games, then another about some of the games that do a good job of providing these rewards. Now it’s time to talk about the games that will ruin your fun by taking these rewards away. Taking away or delaying game rewards means consequences for in-game actions start to affect the player as well as their character. Players often invest a lot of time and effort to get their characters to a particular stage, and these mechanics tend to negate that time and effort. To be fair, there is definitely an appropriate time to have your heirloom sword permanently removed, or for your character to die. Gamemasters and players often want to play a high-stakes game. Before you decide to apply a mechanic that could potentially undo or complicate the real-life work that players have put into the game you should talk about the risks, and decide as a group if having high-tension drama is worth suffering player-affecting consequences. I mention three joykill mechanics, but there are certainly more pit traps out there. If you think of any that I should have targeted, write them in the comments! I picked these three because they are typical of the worst reward-removing mechanics. Here is the list. 1. Bad Karma - TSR Marvel Super Heroes I’m really looking forward to playing Cyclops and being able to shoot around corners. Now, if I get karma every session and only spend half of it on having good rolls and don’t accidentally kill anyone or do anything out of character, I should be able to earn that stunt in…. oh, about two years of play time. The Marvel Super Heroes character advancement mechanic is a joykill. Which is a shame because I love the game! Character development is handled with Karma - save someone, beat the bad guy, or just do something awesome, and you receive Karma. Karma can be used to buy power stunts - cool things that your character can do with his/her powers. Brilliant! There are two problems with the Karma mechanic, though. The first is that Karma can also be used to buy successes in-game: to karate chop Magneto’s face or narrowly miss being mesmerized by Mysterio, spend Karma. This drains the resource that you would normally use for character advancement. The second problem; to successfully gain a power stunt, you need to succeed several times at different success levels; really cool, in theory. Unfortunately, in practice, it means that unless you have a prohibitive amount of Karma stored up in case you fail a roll, you could end up having wasted your Karma and starting back at square one. It’s important to separate character development resources (like Experience Points) and burnable assets in your game, because otherwise players risk burning up their hard work just so they don’t lose their character. 2. Dungeoneering Drain - Dungeons and Dragons “The vampire succeeds on a touch attack. You lose two levels.” “Noooo! I just got to level twelve! I really wanted to cast sixth-level spells!” “While you’re standing there, lamenting your fate, the vampire touches you again.” “Nooooooo!” There are more than three joykills in the grandaddy of all role-playing games (see the opening vignette about a 2nd edition AD&D scenario), though many of them have been ironed out in subsequent editions. Some of them persist. Try not to use them without warning the players. Rust Monsters: Given that new gear is one of the rewards that players who like Dungeons and Dragons crave, creating a monster whose sole purpose is to eat gear is risky. Whether gear is bought, found, or quested for, a rust monster can easily remove an irreplaceable reward from play. Experience Points for Effects: Just like with the bad Karma above, there are some mechanics in Dungeons and Dragons that require a player to spend the points they would normally use for character development to achieve certain effects (usually magical ones). This is done to maintain game balance; the effects that are bought with experience points are usually quite powerful. This is risky, though, because having a mage at 10th level when everyone else is at 12th can get tedious; character advancement is as rewarding as new gear, if not more. Level Drain: THE WORST!! Again, in a high-stakes game, level-draining creatures (often powerful undead) are specifically designed to hit the player where it hurts the most - in the experience points! Don’t pit yourselves against a vampire unless everyone is on board with the fact that they might lose a couple of levels before it’s all said and done… as if levels were the worst thing to lose. Which brings me to my next point: 3. The Ultimate Joykill - Character Death “I’m going to run across the rickety bridge that spans the chasm.” “Okay, roll for it.” “Natural one.” “Oh. Ouch. Um, make a reflex save.” “Uh… also one.” “Oh. Uh, I guess you fall screaming to your death.” “On the first day?” Something that is nearly invisible because it is assumed in most games, character death is a joykill mechanic. I may be opening myself to criticism, but I think allowing character death to be determined by the random rolling of dice is risky, and leads to a million absurdities from a storytelling perspective. What happens when your character’s goal was to deliver information vital to the success of a world-saving mission, and they get taken out by a couple of bandits who happened to roll really well? No, thank you. I applaud games like Mutants and Masterminds and Fate that deliberately remove character death from the mechanics. Characters can be ‘taken out:’ knocked out, captured, lost, or forgotten… but that just creates an interesting twist in the story. Fate takes it a step further, and allows players to decide when character death would be appropriate, thereby allowing the players and the GM, in conversation, to decide when to raise the stakes. It is essential to have conversations about when you are going to use high-stakes mechanics. High-tension drama is vital to role-playing games, and these mechanics can provide that when appropriate. Bust them out at the wrong time, though, and you will kill the fun for the players in your group. Landrew is a full-time educator, part-time art enthusiast. He applies his background in literature and fine arts to his favourite hobby (role-playing games) because the market for a background in the Fine Arts is very limited. He writes this blog on company time under a pseudonym. Long live the Corporation! |
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