Comments on: Player Facing Mechanics https://rpgalchemy.com/player-facing-mechanics/ Crafting Roleplaying Gold ... Wed, 22 Nov 2017 11:35:30 +0000 hourly 1 https://wordpress.org/?v=4.8.6 By: Venger Satanis https://rpgalchemy.com/player-facing-mechanics/#comment-51 Tue, 25 Nov 2014 21:02:33 +0000 https://rpgalchemy.com/?p=289#comment-51 Thanks, John! That helps!
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By: John Lewis https://rpgalchemy.com/player-facing-mechanics/#comment-33 Mon, 17 Nov 2014 22:18:30 +0000 https://rpgalchemy.com/?p=289#comment-33 I don’t tinker with systems too much. When we play D&D I do have the players roll the damage they take from monsters but that’s about it.

That being said if I were to modify D&D or something like that I would start by making defense rolls basically a saving throw with armor either adding a bonus or perhaps reducing damage. Conceptually I’d look at Ability Checks as active elements (when the PC’s are trying to make something happen), and Saving Throws as passive elements (when the PC’s are trying to prevent something from happening).

At least that’s where I’d start.
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By: Venger Satanis https://rpgalchemy.com/player-facing-mechanics/#comment-32 Mon, 17 Nov 2014 22:11:19 +0000 https://rpgalchemy.com/?p=289#comment-32 I think you’re probably right – it would make for an overall better game. But how do you effectively implement this change in D&D or similar OSR RPG? Are you proposing specific mechanical fixes?
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By: Samuel Van Der Wall https://rpgalchemy.com/player-facing-mechanics/#comment-31 Mon, 17 Nov 2014 16:35:59 +0000 https://rpgalchemy.com/?p=289#comment-31 I’m glad you brought up the topic of player-facing mechanics. I’m a huge fan of the games with this mechanic, especially Numenera and Dungeon World. The games seem to run quicker and, as a player, it feels like I get more screen time. I feel like this is a mechanic that we are likely to see more in future RPG systems.
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