One of my favorite mechanics/design choices is degrees of success/failure. It's a "Yes, and.." or "No, but.." that really sparks joy in me - it's improv, baby! Even your dice are riffing! Ok, I know that's not *really* what it is, but it's close😆
What's one of your favs, any side of the table?
What's one of your favs, any side of the table?
Comments
I love the fluid resources that Cypher System/Numenera and Daggerheart have. Players are encouraged to spend cyphers and hope regularly instead of hoarding them. Gameplay feels more dynamic.
PC: *rolls a 1* damn I guess I don’t pick the lock
MC: You are a crack thief, you absolutely pick the lock! But when the door swings open, a guard is turns the corner
Gotta love that Bluesky grammar!
But my fave mechanics/design choices is the "I know a guy"
Representing crit success, clean success, partial/dirty success, partial/dirty fail, clean fail, crit fail.
I think Advantage/Disadvantage is inspired and very cool.
I also played a system where hit points are directly tied to physical and mental stats. So as you take damage, you lose your bonuses organically. Crunchy but cool.
In my experience players encourage each other to draw on the pool and take big swings, and I love to see that at my tables