[freeroleplay] [Fringe] New Mechanic
Troy Truchon
capheind at gmail.com
Wed Jun 28 12:42:30 EDT 2006
On 6/28/06, Ricardo Gladwell <president at freeroleplay.org> wrote:
>
> On Tue, 2006-06-27 at 14:04 -0700, Troy Truchon wrote:
> > On 6/27/06, Ricardo Gladwell <president at freeroleplay.org> wrote:
> > > Cool, that does solves a lot of the problems. Unfortunately, there is a
> > > new problem: if a 1 dice roll is an automatic success it means the there
> > > is no difference between a skill score of 0 and 1. Not sure what to do
> > > about that. Thoughts?
> >
> > Thats where appropriate skills come in. If there is any way possible
> > then your able to try it You get a basic skill of 1.
>
> A 0 skill could have a untrained penalty, reducing a character's dice
> pool.
>
> > Admittedly there just isn't alot of elbow room in skills with
> > a max of 5.
>
> This is a common problem with roll-under mechanics, unfortunately. You
> could create a rule that skill scores over 5 add to the dice pool
> instead of increasing the roll-under score.
That's actually a great idea.
> > I love the mechanic its just not very flexible. there has
> > to be a good solution to this. I prefer dice-pool mechanics because
> > they cut down on the higher maths.
>
> Would you say this mechanic has less math than the existing mechanic for
> fringe (roll 1d10, add skill, attribute and modifiers, compare with
> difficulty)?
For the most part I would say so. basically you can see what the
result is. You don't need to add or subtract or multiply anything. It
reminds me of the better parts of the old shadowrun system. You may
have had to roll thirty dice to blow your nose but you immediately
knew the result.
> > A skill roll isn't really appropriate when there
> > is no way to know but trial and error.
>
> It depends on the GM, but could the mechanics not also simulate trial
> and error if need be?
I wouldn't see the point. unless there was some kinda luck roll their
really isn't a skill or attribute involved. If you don't know any
Latin or Germanic derived language the likelihood of someone who
doesn't know how to drive figuring out that p means park and d means
drive is zero. Even knowing English wouldn't help much in a standard.
After all, knowing you have gears doesn't imply you know what they are
for. The player would simply "play dumb" and get points for doing so.
> Kind regards...
>
> --
> Ricardo Gladwell
> President, Free RPG Community
> http://www.freeroleplay.org/
> president at freeroleplay.org
>
>
>
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--
Troy J. Truchon
Computer Service Technician
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