There’s one thing I love more than cleanness and simplicity in my mechanics, and that is FLEXIBILITY!
Shadow of the Demon lord is one of my favorite games ever, not only for its funny player choices but also for their streamlined and well-thought mechanics. One elegant bit of them is the Boons and Banes system, which I translated to ALL of my ICRPG games as Advantages and Disadvantages:
- For each Advantage (Boon) you gain, you add a d6 to your ATTEMPT and add the HIGHEST rolled to your result.
- For each Disadvantage (Bane) you gain, you add a d6 to your ATTEMPT and substract the HIGHEST rolled from your result.
- Advantages and Disadvantages canel each other out.
Pretty cool right? I went a step ahead and replaced mofidiers to rolls from many LOOT pieces with them (tools, buffs/debuffs, etc.) and even the HARD/EASY system, in order to make it somewhat more granular while retaining that magic feeling a player gives you when they understand completely how a mechanic works.
Player 1: I have 1 Advantage to my INTIMIDATION Attempts right?
GM: Yes, but this guard captain is a hardened veteran, add 1 Disadvantage!
Player 2: Remember I BLESSED you earlier…
Player 1: Right! So that’s another Advantage I can add to cancel it out.
GM: Indeed! Roll with 1 Adv.
Another thing this changes in my games is the fact that Advs/Disadvs also count towards CRITS and FUMBLES, which works wonders to fight that feeling of “omg my character is actually competent but I keep rolling crap :c” that one gets when rolling nat 1s all the time. If you are rolling Disadvantages you start to feel the fear of something possibly going REALLY WRONG too.
Overall I feel it makes everything more Flexible and Smoother, but is anyone else buying into this too? Have you experimented with something similar or completely different to manage modifiers and difficulty?
Cheers!