Tuesday, June 9, 2009

F1RST P0ST!

Ok, that was childish and geeky. In many ways, so am I.

The first flaw I will discuss is the simple aspect of rolling dice. We all know the problems that occur in RPG's when dice rolling gets involved. Game play can grind to crawl as players try and figure out all their minor modifiers. This gets worse when a roll is narrowly failed and players huddle around spending 5 minutes counting and recounting modifiers to try and pass, thinking up new reasons and justifications for a bonus. Sometimes this gets worse and occurs after the fact when players bring up a failed roll from 2 encounters ago that should have succeeded and wish to then return the broken shield to their inventory or any number of other problems. Other problems also come up time and time again.

When I wrote piecemeal this was one of the first things I addressed, how to actually create rules to dictate how dice are rolled. It works as such.

First:
The player rolling the die announces all the positive bonuses, and any constantly occurring negative penalties (not situational or temporary ones).

Second:
Those opposing (usually the GM) announce all the negative penalties to the die roll (such as a curse, or an injured limb or it being pouring rain).

Finally:
The Die is rolled by the player with the end modifier. The result stands. If the player forgot his sword is +5 not +4, or the GM forgot the player was blinded two rounds ago, it doesn't matter.

Why? This speeds up the game a lot, you do not even realise how much until a few games using this style of rolling. Its also a great mechanic for getting players involved in a new RPG. Rules knowledge is no longer so immediatly required (and if a new player is forgetting a lot of bonuses, a GM could balance by not "remembering" all the penalties).

This means sometimes actions will succeed where they should have failed, that isn't an issue. Consider it cheating fate, and enjoy the smoother game play.

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