Tuesday, August 21, 2018

#RPGaDAY2018 - Day 20: Which game mechanic inspires your play the most?


Here are two game mechanics that I've used that I think are really good:



Heroic Points

The first time I used this was back when I learned of Eberron, and it's purpose was to allow players to be more bold with their actions by giving them a pool of dice that they could use to add to their d20 rolls when they needed them most. I'm all for giving players more power to do awesome stuff, and this fits the bill.

Something similar to this can be found under Inspiration in D&D 5e. Inspiration, generally used as a means to reward good roleplaying, allows a player to reroll the dice.

Admittedly, I haven't been making much use of it, but lately I've found that the player's low-level PCs have been having a hard time in battles when their rolls are terrible, so I think I'll highlight Inspiration to the players so they get another chance next time they're unlucky.  



Failing Forward

There are times where I feel like the rules can get in the way of story or just the enjoyment of the game for a person, and I'm talking specifically about hard success or failure. At very few times, when the dice aren't being generous enough, I've allowed players to succeed in their actions at a cost. This is what "Failing Forward" is about; If a player fails a roll, you can still allow them to meet their goal, but at a greater cost.

This isn't a mechanic I'd use all the time, since I feel it could take away some of the stakes; if the players are guaranteed their goal as long as they push through enough, it's not as exciting. But used at the right times, I think it provides enough leeway for the DM to keep things moving at the right times.






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