Greywander
2023-10-06, 11:56 PM
Some time ago I posted this thread (https://forums.giantitp.com/showthread.php?651790-Revisiting-this-core-mechanic-normal-2d10-cautious-3d6-reckless-1d20) taking about a resolution mechanic I'd been considering using as the basis for a system. To quickly recap, it's very similar to D&D, but offers the player several options for how to roll. A normal roll is 2d10, but players can choose to roll "cautiously" with 3d6, or "recklessly" with 1d20. Having crunched the math, a cautious roll is optimal with a target number of 9 or less, a normal roll is optimal with a target number of 10, 11, or 12, and a reckless roll is optimal with a target number of 13 or higher. Someone in that thread suggested a system like this would be more interesting with degrees of success rather than a binary pass/fail system.
I was thinking about this, and the example in my head was of trying to pick a lock. On a high roll you might be able to successfully pick the lock while also making no noise doing so. But what if you don't roll so well? Should you successfully pick the lock but make a noise? Or perhaps the player would rather fail at picking the lock but also not make any noise? Maybe the player could... choose?
So here's the idea I had. When you roll, you get a "currency" of sorts equal to the value of your roll. You then have a list of potential outcomes that you can "purchase" with that currency. Some of these outcomes would be to create some kind of positive effect, while other outcomes would be to mitigate negative effects. Picking the lock would be an example of a positive effect, while making a noise would be an example of a negative effect. By rolling sufficiently high you'll be able to mitigate most or all negative effects while taking the most important positive effects. Or perhaps you might choose not to mitigate a negative effect so that you can afford to purchase an additional positive effect. With a middling or lower roll, you'll have to make some tough choices. Is it better to tank a negative effect in order to get a positive effect you need, or to mitigate as many negative effects as you can and just try again on your next turn?
The downside to this is that it could be difficult to come up with a list of possible outcomes for every roll. Some things can be standardized, like combat and spellcasting, but it could be very taxing for the DM to freeform something not directly covered in the rules. The advantage is that it improves player agency by giving them both a choice before the roll (whether they roll normally, cautiously, or recklessly) and a choice after they roll (what outcomes to purchase), which can make players feel more engaged and make the game feel more fair. Even when they roll poorly, they still have some power to choose how they get screwed over.
Perhaps a way to alleviate the downsides is to have other players at the table come up with a positive or negative outcome (in addition to the default pass/fail) while the DM figures out appropriate prices for each outcome. This helps further increase player engagement by getting other players involved even when someone else is rolling. The DM can come up with some "default" DC value that indicates a standard success with no negative outcomes, then split that value between each individual outcome (e.g. DC 15 to pick a lock, picking the lock costs 10 while not making noise costs 5), so that it doesn't really matter how many negative outcomes are listed, as the overall cost has to be split between them. This way, you could end up with a more slapstick system with lots of potential negative outcomes, e.g. it only costs 2 to hit an enemy with an attack, but it also costs 2 to not break your weapon, not stab yourself, not stab an ally, not throw a weapon away, etc. so that you still have to roll around a 15 or so to hit with no negative outcomes.
One last thing are criticals and fumbles. In the thread linked earlier, I posited that perhaps criticals would occur on a roll of 19 or 20, while fumbles would occur on a roll of 1 or 2. Because of the range of values that can be rolled on 3d6, 2d10, and 1d20, this gives each type of roll a unique interaction with fumbles and criticals (3d6 can't roll either, 2d10 is more likely to crit than to fumble, 1d20 is equally likely and has much higher odds). But honestly, I wonder if critical and fumble rules might be unnecessary. Rolling low already means having to tank a negative outcome, which is basically what fumbling usually is. Rolling high means being able to afford additional positive outcomes, which is what a crit usually is. Fumbles and crits are basically already built into the system and don't need to be explicitly codified.
How does this sound? Is this a terrible idea that will bog down the game? Or is this a major improvement over a standard pass/fail dice roll? Any ways I can streamline this to make it faster and easier to run?
I was thinking about this, and the example in my head was of trying to pick a lock. On a high roll you might be able to successfully pick the lock while also making no noise doing so. But what if you don't roll so well? Should you successfully pick the lock but make a noise? Or perhaps the player would rather fail at picking the lock but also not make any noise? Maybe the player could... choose?
So here's the idea I had. When you roll, you get a "currency" of sorts equal to the value of your roll. You then have a list of potential outcomes that you can "purchase" with that currency. Some of these outcomes would be to create some kind of positive effect, while other outcomes would be to mitigate negative effects. Picking the lock would be an example of a positive effect, while making a noise would be an example of a negative effect. By rolling sufficiently high you'll be able to mitigate most or all negative effects while taking the most important positive effects. Or perhaps you might choose not to mitigate a negative effect so that you can afford to purchase an additional positive effect. With a middling or lower roll, you'll have to make some tough choices. Is it better to tank a negative effect in order to get a positive effect you need, or to mitigate as many negative effects as you can and just try again on your next turn?
The downside to this is that it could be difficult to come up with a list of possible outcomes for every roll. Some things can be standardized, like combat and spellcasting, but it could be very taxing for the DM to freeform something not directly covered in the rules. The advantage is that it improves player agency by giving them both a choice before the roll (whether they roll normally, cautiously, or recklessly) and a choice after they roll (what outcomes to purchase), which can make players feel more engaged and make the game feel more fair. Even when they roll poorly, they still have some power to choose how they get screwed over.
Perhaps a way to alleviate the downsides is to have other players at the table come up with a positive or negative outcome (in addition to the default pass/fail) while the DM figures out appropriate prices for each outcome. This helps further increase player engagement by getting other players involved even when someone else is rolling. The DM can come up with some "default" DC value that indicates a standard success with no negative outcomes, then split that value between each individual outcome (e.g. DC 15 to pick a lock, picking the lock costs 10 while not making noise costs 5), so that it doesn't really matter how many negative outcomes are listed, as the overall cost has to be split between them. This way, you could end up with a more slapstick system with lots of potential negative outcomes, e.g. it only costs 2 to hit an enemy with an attack, but it also costs 2 to not break your weapon, not stab yourself, not stab an ally, not throw a weapon away, etc. so that you still have to roll around a 15 or so to hit with no negative outcomes.
One last thing are criticals and fumbles. In the thread linked earlier, I posited that perhaps criticals would occur on a roll of 19 or 20, while fumbles would occur on a roll of 1 or 2. Because of the range of values that can be rolled on 3d6, 2d10, and 1d20, this gives each type of roll a unique interaction with fumbles and criticals (3d6 can't roll either, 2d10 is more likely to crit than to fumble, 1d20 is equally likely and has much higher odds). But honestly, I wonder if critical and fumble rules might be unnecessary. Rolling low already means having to tank a negative outcome, which is basically what fumbling usually is. Rolling high means being able to afford additional positive outcomes, which is what a crit usually is. Fumbles and crits are basically already built into the system and don't need to be explicitly codified.
How does this sound? Is this a terrible idea that will bog down the game? Or is this a major improvement over a standard pass/fail dice roll? Any ways I can streamline this to make it faster and easier to run?