tag:blogger.com,1999:blog-9209855737812016509.post1047372902451401430..comments2024-03-27T10:03:08.323-07:00Comments on Methods & Madness: 2d6 skills for everyoneEric Diazhttp://www.blogger.com/profile/09196219031821755216noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-9209855737812016509.post-18114665065508899102016-02-07T10:58:17.216-08:002016-02-07T10:58:17.216-08:00I disagree entirely with this idea. The cost of fa...I disagree entirely with this idea. The cost of failure is, inherently, the fact that you didn't succeed. Anything else is a complication. Systems that insist on complications as a way to up the stakes kill tension in their own way: by not allowing for the quiet moment of reconsideration.William and Pollyhttps://www.blogger.com/profile/03832071194589202559noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-67706077539468551272016-02-07T08:46:37.600-08:002016-02-07T08:46:37.600-08:00The interesting thing is that AW uses 10+ instead ...The interesting thing is that AW uses 10+ instead of 9+ for success... but you start with greater modifiers than you would in Moldvay, so the result is somewhat similar (also, you get improvements to your abilities).<br /><br />I guess that, as James Maliszewski said, all RPGs are "footnotes to OD&D", in a way.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-47631640678430252862016-02-06T12:00:04.677-08:002016-02-06T12:00:04.677-08:00Yes. Apocalypse world is a son of Moldvay's ré...Yes. Apocalypse world is a son of Moldvay's réaction table. Nicolas Dessauxhttps://www.blogger.com/profile/03010015806129652185noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-48777678086590233672016-02-03T18:11:36.785-08:002016-02-03T18:11:36.785-08:00Or, as Vincent Baker would put it, "On a 10+,...Or, as Vincent Baker would put it, "On a 10+, the best happens. On a 7-9, it's good but complicated. On a miss, it's never nothing, it's always something worse."Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-15623586357011391592016-02-03T18:04:02.275-08:002016-02-03T18:04:02.275-08:00Yes, well said. If failure costs nothing and succe...Yes, well said. If failure costs nothing and success is possible, there is no point in rolling in the first place.<br /><br />I think some old school games can get away with such approach if "strict time limits are kept" etc, but I prefer failure to be meaningful .Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-67171552193618669062016-02-03T17:48:22.513-08:002016-02-03T17:48:22.513-08:00It's a useful design principle to say: don'...It's a useful design principle to say: don't roll unless there is a chance for failure, a chance for success, and failure comes at a cost. With that principle, "nothing happens" is a design failure, either in the mechanics, or the execution of the game.Gleblixhttps://www.blogger.com/profile/03546938383587063556noreply@blogger.com