One of the things you may have noticed when I was discussing Skill and Difficulty is that I went all the way up through Grandmaster, Through Superhuman, Through Godlike, to Divine. In continuing in that vein in fact, I have set “60” as the difficulty under which anything is possible. That means when assigning difficulties to tasks I need to keep in mind the scale.
How exactly do we do this.
If we’re going to stick with a flat list of abilities for the purposes of allowing Anything to be a Character, we’re going to need a sensible default ability list.
I say default because as a generic system one skill list isn’t going to work the same for everything. A game about doctors is probably going to need more than one Doctoring “skill”, and a game in a Wind and the Willows types setting is going to need it’s own skills. However, since most games are humanish adventure games of some sort, what we’re looking for is a set of abilities that represents the “moves” characters make in adventure games.
Previously we looked at linear Dice Mechanics and I expressed fondness for a 2d6-2d6 system. Here we’re going to explore this in a little more depth, see what problems it has, what our options are, and work out any kinks.
Some of the questions that come up are, are “How does the range affect play?”, “What happens with Highest Rolls?”, “Who Rolls?”, “How complex is this?”, etc…
The four basic elements of task resolution mechanics are:
- How much you do (Damage)
- How likely you are to do it (Attack)
- How well you ‘avoid’ things (Defense)
- How much you can take (Soak / Fatigue)
How do we design a Stat system that reflects this?