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>Attacks succeed on an 'at least one equal to or over' against a whole number representing defense. The differentiation of attacks, then, is of the number and kind of dice used. In an attack roll with a weapon system, the number of faces on the die determines the armor-piercing value, the number of dice represents the reliability of the attack, and the damage value represents the power.

>Example: A light enemy tank with a likely DEF rating of 3 is targeted by a pilot with a 120mm Gun with attack dice 2d8. When rolled the dice read (2, 5). Where necessary, the result of the attack dice is referred to as the ATK, so the ATK of this attack is (2,5). The sum of this roll is not important. What is important is whether any one of the numbers rolled is equal to or greater than the DEF being rolled against. If this is the case, then the attack succeeds and does all the damage. If instead the roll had be (1, 2) the attack would fail and do no damage. This particular weapon has a 93% chance to succeed against a DEF of 3. Every die that meets or exceeds the DEF rating is called a 'success.' Multiple successes beyond the first do not do additional damage. Only one success is needed to do all the damage.

>Now imagine the same tank with 3 DEF being attacked by the EM Railgun, which has 3d10 attack dice. The odds of the attack failing are nearly zero, because it is a highly reliable weapon (with 3 dice), with great penetrative power (10 sides). An attack from the EM Railgun is highly unlikely to either miss or bounce off its target and that property is reflected in its attack dice.

>The 60mm Bofors has a single attack die of 1d4, which is so weak it isn't rolled as a weapons system. This is an unreliable (1 die) weapon without much armor-piercing capability (4 sides). Against a tank with 3 DEF it would only do damage 50% of the time.

Perhaps you don't think this is interesting, but it means dice themselves carry informational value.
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>>96432277
You'd need to keep track of as many types of DEFs as there are damage types. Even if it's just Bludgeoning, Piercing, Slashing, that's going to get bookkeepy fast.
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I don't find it interesting because I'm sure I've seen it a dozen times before.
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>>96432413
There are four types of damage: explosive, kinetic, shock, and radiant. While these distinctions are important and add dimension to the play, they are not relevant to every shot fired. Rock-paper-scissors matching of damage types to weaknesses is a minor concept that is occasionally relevant, not a core concept relevant in every turn.
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>>96432430
Are you?
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http://vwolf.wikidot.com/mecha-action-system
Here's the rest, anyway.
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>>96432413
Meh, you could use colour coding to deal with it.
>>96432277
And? Why the fuck a minor roll variation needed an entire thread on its own?

It's a decent approach though ultimately bounded the size of dice that are easy to use - d4-d12. With possibly d20 thrown into the mix. But if you want to scale it further you are fucked.
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>>96432706
There's a lot possible in that space.
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>>96432706
It's not really a roll variation. It honestly goes back to why you are rolling and what you are rolling for, to start.
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>>96432833
It's literally roll XdY take highest which was used in games since like forever. That you try to coach it in pretentious words doesn't change the nature of the mechanic.
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You all are really going to let an entire system slide off the front page.
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>>96433005
No. The die mean something on their own..
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Allow me to explain again. Each die has two sets of information value: its roll and its maximum roll. This information is currently being mostly discarded, simply looking at them as a source of randomness. Die have dimensions.
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Specifically they have two. Inside these two, information about the game can be encoded.
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>>96433027
>>96433208
>>96433226
I get what you mean, but you really explained a fairly trivial, if nice, mechanic in most obtusely autistic way possible.
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>>96433373
It's not trivial, actually.
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>>96432277
Doesn't sound very good, honestly, and it would scale like shit.
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>>96433505
>It doesn't scale well. That's the main point against.
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>>96433523
Sorry I meant to say that earnestly.
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>>96433523
Tbf it's a very heavy point. Scaling and versatility is all-important for basic game mechanics. If your damage system could easily and adequately represent what happens in dozens of scenarios from likely to unlikely, it's off to a good start.
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>>96433589
It works extremely well in a given range and represents all vehicle mechanics (works for players too). It's just not 'infinite scalable' upwards.
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>>96433611
>It works extremely well in a given range
Range of what, exactly? Because it falls off hard if you have to differentiate defense values.
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>>96433632
I should also add it'll feel like shit to roll because there's no degrees of success. If you roll 10 10 10 on your railgun it's the same as rolling 1 1 3.
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>>96433632
6,7,8 for my players. Light, Medium, Heavy.
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>>96433651
Dice: 3d10 (Crit: +1 damage if two are 10)
Not so. You can precision shot too. Overpen is an option.
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>>96433662
Not in the OP, doesn't matter. Also with how rare crits are that feels fucking horrible.
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>>96433655
>6,7,8 for my players. Light, Medium, Heavy.
Wanna try saying that in English? Nobody here has read whatever shitbrew you've concocted and knows what these numbers and terms are meant to convey.
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>>96433681
The OP is just a jumping off point for thinking about dice as more than randomizers. You don't have to use this system.
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>>96433662
See, this is part of my point about scaling. Because rolling 9, 9, 10 is still the same as rolling 3, 1, 1. Even though the former should feel better than the latter, there's no mechanical difference.
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>>96433700
>The OP is just a jumping off point for thinking about dice as more than randomizers
I mean it fails then because this isn't novel and most people already understand the idea of dice representing things.
>You don't have to use this system.
I don't intend to with how poorly put together it sounds, but you're the one shilling your concepts from it.
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>>96433705
Yeah, so I have special rules on weapons. In this case:
"The railgun has some special rules relating to penetration. Overpenetration is a frequent occurrence when the weapon is brought to bear against more lightly armored units; when a hit is scored against an enemy on the same elevation with an AC of 4 or less, the round passes through them and continues forward. If it passes through another square containing an enemy, roll another attack. When shooting through objects, the effective AC of all cover is reduced by 1. So a building or wall which would normally provide +1 AC is no proof against the EM Railgun."
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>>96433727
>Yeah, so I have special rules on weapons.
Needing a specific rule for every weapon to make them actually function passably with the damage system isn't a good sign, putting aside the fact that what you wrote sounds like garbage.
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>>96433719
>most people already understand the idea of dice representing things
As abstract pools, sure. This nails down very specific ideas and is specific. It also works fairly well, in play.
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>>96433727
>The gun magically starts ignoring cover after penetrating a target
Wew I said this was shitbrew but I had no idea
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>>96433754
>As abstract pools, sure
I mean more just flat out.
>This nails down very specific ideas and is specific.
Nnnot really, it's extremely standard. L5R dice work the same way, hell many systems use dice pools where die size and number rolled are specifically used to indicate reliability and such. Sorry but the idea here isn't anything special.
>It also works fairly well, in play.
You can say that, but I've never played it so this just reads like cope. If it worked so well, you wouldn't need to shill it to the dogs asshole of ttrpg discussion.
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>>96433776
I see. My apologies then.
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>>96432277
Another day, another autist thinks he's reinvented dice mechanics and posts something people figured out in the 90s
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>>96433611
>It works extremely well in a given range and represents all vehicle mechanics
Doesn't seem interactive at all though.
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>>96433868
Players have a fair number of options on a turn. They can move in the grid, go defensive, go aggressive, take high ground, etc.
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>>96433893
>Players have a fair number of options on a turn.
I'm talking about your damage system.
Although those aren't many options eitherway...
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>>96433902
They have light medium heavy and 4 damage types. The other guy was about to ding me for bookkeeping.
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>>96433920
>They have light medium heavy and 4 damage types
Being able to choose different gear does not change the fact that it's not interactive.
What systems have you ran before?
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>>96432277
It's interesting, but I thought Bofors were 40mm.
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>>96433952
I could tell you, but I don't see how that would go well for me. I am interested in what you mean by interactivity.
>>96434075
They are. It's a scaled up thing.
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>>96434136
>I could tell you, but I don't see how that would go well for me.
So I'm assuming the answer is "none", since you don't know the difference between interactive and non-interactive mechanics.
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>>96434172
Let's assume you're right. If you don't want to tell me, where's a good place to start with that?
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>>96434186
First I'd suggest you try running more common and popular systems instead of getting defensive and heated on an imageboard. After you've built up a solid and high trust group after a year or two, move on to reading and trying out more niche systems with highly varied mechanics. Then once you have an idea of how RPGs work you can return to the drawing board without wasting your time.
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>>96434229
Okay, I will. Thank you.
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>>96434229
Don't waste your time anon, people like this never learn or play games, they just theorycraft. The closest they get to indulging in the hobby is getting some desperate soul or two to playtest their garbage.
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>>96432277
>Multiple successes beyond the first do not do additional damage.
Boooo



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