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GM’s Reef: Monsters
Great White: Multiple Resolution Systems
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Starcluster 3
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Podcast: Play in new window | Download
Subscribe: iTunes | Android | RSS
Show Synopsis
GM’s Reef: Monsters
Great White: Multiple Resolution Systems
Show Links
Starcluster 3
Show Discussion Thread
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Long time listener, first time commenter. I just wanted to pop in and say I very much enjoy your podcast! Thanks for all the great advice.
To get on topic, I’m not really a big fan of multiple resolution mechanics. Games that have too many dice tricks are just a bog in game-play as you try to remember which “trick” goes with which action. It might just be that I’m getting old and want more cohesion in my games :p
Take a look at FATE or Technoir. It’s the same base roll mechanic no matter what you’re doing. Sure, FATE has a few more “fiddly bits” for magic than for swinging a sword, but it all comes down to 4dF+X.
Keep up the good work!
-EF
Glad to hear you’re enjoying the show!
I think that I’ll agree with your point that using different mechanics can split up the cohesion a game system has. It will definitely feel like a completely different type of action, if you use a different resolution mechanic for a different action. But, that may be just what you need. If you don’t need a different resolution system, there’s no reason to use one. But sometimes, I think it can be just what the doctor ordered.
Devon,
But that’s the trick, isn’t it? Figuring out when a new mechanic is warrented. If it’s a permutation of existing mechanics, all the better. I remember in AD&D you had one mechanic for initiative (1d10 + Weapon Speed), another for physical attacks (1d20 + their AC, roll over THAC0), and yet another for attribute checks (1d20 roll under, usually attribute/2).
I guess what I’m getting at is that if a different mechanic is found to be wanted/needed, at least please make it a slight variation on what is already there.
-EF