I think FATE’s approach to {when to roll dice} might be my favorite advice for random chance in game design in general. like:
I think this also illustrates why {random chance to miss in games like X-COM} is so unfun (IMO): only the good outcome (hitting your target) is fun and interesting. missing is basically “nothing happens but you have to watch a little cutscene about it” which is pretty boring and a little frustrating tbh
I think if I were to design X-COM’s {random chance to hit} system, I would make it so that every miss also gives a positive buff or some kind of advantage. for example every time one of your soldiers misses, they permanently get better at aiming because they’re learning from their mistakes
Passoca Witch
@kasdeya I thing it is dungeon world that when you miss [action] you gain xp
@passocacornio ooh - I really like that. I think “getting something wrong is how you learn” is a really nice lesson to bake into a game’s systems
@kasdeya @passocacornio
In kenshi, the worse you get your ass kicked the faster you get xp, unless you die
@kasdeya Ok, this is a very obscure recommendation and it takes many hours of learning from both the DM and players, but I believe that what you may be looking for long term is Anima: Beyond Fantasy
@kasdeya You do need to know that while it is awesome to play - setting it up is very hard. There’s not going to be only one session zero. Both the GM and the players really need to know what they are doing in this game for combat to take less than an hour. The plus side is that you can make whatever character you’d like from any aspect of the imagination.
Everyone, and I mean everyone, needs to read in depth though. So, a large amount of players will not be up for it (read: most). If you’d like, I can send you the PDF
@kasdeya if there's a little cutscene when you miss then it should be used for comic relief. Have the guy slip on a banana peel or something.
FATE is honestly such a genius TTRPG system in general. every other TTRPG system that I’ve read has basically had the philosophy of “every action that you can take in this world should have its own distinct rules that we write in the rulebook in advance. unfortunately we can’t think of every possible thing, so our system will have some blindspots, but hopefully we can give you enough rules to simulate a large amount of this world, and you can improvise the rest”
but this has a lot of problems:
but FATE is able to completely bypass all of these problems because it realized that “wait a minute - when we’re playing a TTRPG our goal is not to accurately simulate a world. we’re trying to tell a story! and the scenes of a story only follow like 3 possible patterns: conflicts, contests, and overcoming obstacles. so we can literally just have 3 simple rules for resolving 3 different challenges that the characters can face, and that will work for literally every story possible!”
and the crazy thing is that FATE is right about that? you don’t need a massive rulebook that covers every possible situation - you can just have a tiny little $8 book that is like maybe 60 pages long which covers any story you could ever want to tell*. and by taking this approach FATE is able to address every single complaint I had above:
anyway idk I fucking love FATE. it is so dead simple and so elegant and so well-designed. it managed to solve the problem of “my friends and I want to roleplay and tell a story, but we want there to be mechanical opposition to our storytelling” in a way that fits into a tiny 60-page book and IMO does its job so much better than any massive TTRPG tome ever could
* okay this isn’t totally true. FATE gives players and characters a lot of freedom to do whatever they want, which I think is a huge advantage of FATE. but that also means that its design fundamentally undermines any kind of story that’s meant to make the players feel helpless, disempowered, or afraid. it also doesn’t do well with stories about characters that aren’t competent
TL;DR: kas loves FATE and finds it elegant and beautiful because she thinks it solves almost every problem that other TTRPG systems have; and works for nearly all possible stories, characters, and genres; despite being an incredibly small and simple system that is extremely easy to learn
conspiracy theorist kas thinks that maybe TTRPG systems tend to go for the “there must be a specific rule for every type of action” approach because that makes it really easy to sell people expansion books that contain more rules for doing more things that the players want to be able to do
it’s way more profitable to sell someone three $60 books plus two $60 expansion books - instead of one tiny $8 book and maybe some dice
@kasdeya While my addition here has no bearing with the FATE system, I want to bring forth the fact that Cyberpunk RED has released most expansions to its rule system as free DLC downloadable from their website. Stuff like more involved stealth, long-term investigations, "super critical hits" and base building to give a few examples.
They did also release a VA-11 Hall-A crossover as one such DLC too, that was cool.
@kasdeya One can imagine that people who write a TTRPG decrying the horrors of overcommercialisation would have a heart that drives them to do the right thing. I trust R. Talsorian Games to be a force for good, and am glad to not have been proven wrong.
For the crossover, should you be interested in having a look, you can find it here on their Downloads page. Using the browser native search to find it among the other free stuff works fine.
@kasdeya I know people who simply enjoy overcomplicated rules.
A friend told after two hours of explaining their custom combat system (which turns every fight into a day-long event): "But it's no fun to play. Maybe we need more detailed rules." Unironically.
D&D first edition was a hodgepodge of rules "borrowed" from several game masters, so having confusing and inconsistent rules is maybe in the nature of at least some roleplaying games. 