FreakyCheeseMan

2013-02-04, 11:40 AM

I came up with a mechanism for determining outcomes of chance, for a game system I'm designing.

How it works as this: You flip a coin, repeatedly, until you get a different result than that of the first flip. You then get a number of successes or failures equal to run of heads or tails.

Examples:

HT = 1 Success

TTH = 2 Failures

HHHT = 3 Successes

So, the chances of getting higher numbers of successes drops off dramatically.

Bonuses will be rare and valuable, and will apply directly to the result- so, HT with a +1 bonus is treated as 2 successes. (Haven't decided how "neutral" results will work yet- like, TTH with a -2 penalty.)

One of the premises of this system is that there will be a very small set of core rules, with the bulk of the material coming in pages that will be attached to individual character sheets- when you get a new spell or weapon, you'll actually get a page that covers the rules of how that works. Different actions will have varying degrees of success, based on the results of the coin flips - so, damage rolls are just a part of the attack roll, and attack bonuses make critical hits more likely. High successes may also give bonus effects- like, knocking an opponent prone with a warhammer, or doing area-of-effect damage with a fire spell.

Flipping coins is kind of annoying, so I may replace that with some other binary measure of chance- say, rolling a die and checking evens-or-odds.

Has anyone actually tried a system like this, or are there any particular pitfalls I should be aware of?

How it works as this: You flip a coin, repeatedly, until you get a different result than that of the first flip. You then get a number of successes or failures equal to run of heads or tails.

Examples:

HT = 1 Success

TTH = 2 Failures

HHHT = 3 Successes

So, the chances of getting higher numbers of successes drops off dramatically.

Bonuses will be rare and valuable, and will apply directly to the result- so, HT with a +1 bonus is treated as 2 successes. (Haven't decided how "neutral" results will work yet- like, TTH with a -2 penalty.)

One of the premises of this system is that there will be a very small set of core rules, with the bulk of the material coming in pages that will be attached to individual character sheets- when you get a new spell or weapon, you'll actually get a page that covers the rules of how that works. Different actions will have varying degrees of success, based on the results of the coin flips - so, damage rolls are just a part of the attack roll, and attack bonuses make critical hits more likely. High successes may also give bonus effects- like, knocking an opponent prone with a warhammer, or doing area-of-effect damage with a fire spell.

Flipping coins is kind of annoying, so I may replace that with some other binary measure of chance- say, rolling a die and checking evens-or-odds.

Has anyone actually tried a system like this, or are there any particular pitfalls I should be aware of?