Difference between revisions of "Talk:Optional System: Effect-Based (Victory Point) Task Resolution"
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(Created page with "--~~~~ Possible tweaks to consider if we adopt this game mechanic: *Should we use effect levels for VP, or just straight effect points? I proposed using effect levels because...") |
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--[[User:Melonberg|Melonberg]] ([[User talk:Melonberg|talk]]) 13:08, 5 December 2016 (CST) Possible tweaks to consider if we adopt this game mechanic: | --[[User:Melonberg|Melonberg]] ([[User talk:Melonberg|talk]]) 13:08, 5 December 2016 (CST) Possible tweaks to consider if we adopt this game mechanic: | ||
− | *Should we use effect levels for VP, or just straight effect points? I proposed using effect levels because we use them in | + | *Should we use effect levels for VP, or just straight effect points? I proposed using effect levels because we use them in other game mechanics, such as determining wounds in combat, and because you wind up with smaller numbers when everything is said and done. (5 victory points instead of 30, for example). It also truncates effectiveness; you have to reach a certain level of effect (6, 12, 18, etc.) before you achieve any real result. (1 VP, 2 VP, 3 VP...) |
*Do we like the system I used to determine negative effect in the case of a skill check failure? I was originally just going to say that if you fail, subtract the effect using the character's dice pool, but then realized that highly skilled characters would just fuck up harder compared to lesser skilled people, hence I made the negative effect based on the difficulty of the task and how much the character failed his check. | *Do we like the system I used to determine negative effect in the case of a skill check failure? I was originally just going to say that if you fail, subtract the effect using the character's dice pool, but then realized that highly skilled characters would just fuck up harder compared to lesser skilled people, hence I made the negative effect based on the difficulty of the task and how much the character failed his check. |
Latest revision as of 13:15, 5 December 2016
--Melonberg (talk) 13:08, 5 December 2016 (CST) Possible tweaks to consider if we adopt this game mechanic:
- Should we use effect levels for VP, or just straight effect points? I proposed using effect levels because we use them in other game mechanics, such as determining wounds in combat, and because you wind up with smaller numbers when everything is said and done. (5 victory points instead of 30, for example). It also truncates effectiveness; you have to reach a certain level of effect (6, 12, 18, etc.) before you achieve any real result. (1 VP, 2 VP, 3 VP...)
- Do we like the system I used to determine negative effect in the case of a skill check failure? I was originally just going to say that if you fail, subtract the effect using the character's dice pool, but then realized that highly skilled characters would just fuck up harder compared to lesser skilled people, hence I made the negative effect based on the difficulty of the task and how much the character failed his check.