This week, I’d like to take a moment and spotlight a specific mechanic found in a roleplaying system that I’ve been running for a good few sessions now.
The system is Infinity and the mechanic I’d like to spotlight is Heat & Momentum. These two combine to turn Infinity from a fairly standard game into a tense game of give and take when it works and a bit of a stomp when it doesn’t work.
So if you’re interesting in learning about generating some heat, and perhaps learning about an interesting system that maybe wasn’t entirely well thought out, read on.
Last week I talked about my ideas for an stat system for the RPG I’m designing. Since then, I’ve talked to a few people about my ideas and I’ve had a proper think on the subject. I ended up doing some mock rolls and firing up the old spreadsheet to get an idea of the probabilities and as it turns out, it’s not really workable. If you’re interested in the process, you can see some of my notes here.
What I ended up realizing is that for a roll-under system like what I had in mind, good old D12 just doesn’t have the range necessary to be a good fit for a roll-under system. The delta between a 50-50 chance and nearly impossible to fail is only 6 points and given that I want characters to at least feel competent, that puts the range of stats characters can have in a very narrow band.
So, keep what I learned, throw everything else under the bus and start over. I suspect that will become a theme as I write this system. Come up with an idea, give it a test and then chuck it out for sucking. So on to idea v0.2
Much like we talked about a few weeks ago and the week before this week, we’ll be talking about homebrew game systems. Specifically, about a system I’m designing myself. Last time, I figured out more or less what I want a basic combat cycle to look like.
However, I have no way to test if it’s any good without some dice to roll and stats to roll then against. So that’s what I’ll be trying to figure out today. In my system, what makes a wizard smart, what makes a fighter strong, what makes my fighter stronger than your fighter.
That’s right, we’re talking stats today, gentlefolk. Strap in, it’s going to be a wild ride.
For this week, I thought I’d do something entirely different. For the last 25 or so post, I’ve talked about how to run existing games, how to deal with players and topics in specific ways and what sorts of tools you might have in your belt.
This week, I’m doing something entirely new. I’ll be talking about home-brewing and house rules. Not in abstract way or from a meta perspective. No, I’m going to try and present you with some thoughts I’ve had on a combat system. It’s not complete or even compatible with most games but I figured it would be a fun write-up and possibly a fun read.