Let’s Talk Mechanics


#21

I couldn’t help but notice that some of you guys are cheating by making multiple posts. Tsk tsk. :stuck_out_tongue_winking_eye:


#22

one mechanic per post right? i see it more as a bend in the rules lol


#23

Specifically set DC and easy hard. However the most important thing I take is scaling down numbers so you don’t have PCs with 100+ hp and dragons with 500 hp.


#24

I think it’s the room Target Number and changing it from scene to scene simple. Everyone knows the Target Number and add Easy/Hard is so quick and memorable.


#25

Timers. Keeps the game moving. Life is short, after all.


#26

Yeah, Timers is another that can be used for so much. Great choice!


#27

I’m back and forth on the movement which has solved SO MANY arguments about petty time wasting , “am I close enough” arguments or the weapons all being d6+tags. I never liked that as a Bard it would be dumb for me to use anything but a rapier just because of damage output and finesse stuff especially since im not a minmaxer…like what if I wanted a dha? or an Ax? I remember having an argument over an aesthetic weapon choice for my character at the time and found a weapon that would have similar real world functionalities and asked if I could just use the stats for the weapon but call it something else (after all this is all in our heads right?) I was told no for arbitrary reasons and it kinda put a damper on the game. So…weapons being d6 will be my choice.


#28

As someone who runs ICRPG for his 7 and 8 year olds, it’s definitely the room-based DC and EASY/HARD modifiers. Watching these 2 young boys just “get it” and get enthralled with the game and immediately know what they’re rolling against shows why it’s brilliant.


#29

man right!? is that ever nice! It smooths things out so well and keeps things flowing, especially as a GM.


#30

That’s really tough, ICRPG is such a complete package. If I had to pick I might go with the room target. It really streamlines things, and it really impacts a lot of other mechanics positively.


#31

Mine isn’t so much mechanic as it is a paradigm but I just love that I get to make any kind of character that I want. A monk that can cast lightning from his hands, do it! A swordsman that can raise a zombie to fight alongside him? Sure. A space wizard that uses a blaster and a laser sword? Why not? No worrying about classes, multi-classing, FEATS, spell schools…just make a damn character that sounds cool to you. It was so refreshing and unusual I almost felt like I was cheating or doing something wrong when I started playing.


#32

That’s a really good way of putting it


#33

Effort, scalable into perfect packs of 10, form-fit to the dice involved. And even more: scalable into Simple Effort in the blink of an eye.


#34

ROOM TARGET by far, TIMER’s as a mechanic are also sooooooo helpful though. TARGET really helps moves the table much more efficiently, especially with new players and its easily modifiable with the easy/hard rules.


#35

Favorite Spell: Chain Reaction…
So much utility here. A caster does not need “combat” or “damage spells” when utilizing this, freeing up spells chosen to include more heals, buffs, debuffs…lends greatly to a creative, outside the box thinking player.


#36

When used in conjunction with Dragons Tooth as Starter Loot, you are a force to be reckoned with.


#37

Although not technically a “mechanic”, I really like the ease with which you can create a new character.


#38

ROOM TARGET would be my favorite mechanic… if AC had been dumped but instead it is a tad confusing even for me…

So I’ll go for EFFORT. It’s a really cool way to represent work being done for almost anything! And it can be used for tension or progress. So I’ll go for this!


#39

So, the 6-point assign (no derivative stats) and pick and choose starting loot?


#40

Exactly … It seems that in other systems you either use a pre-gen or spend significant amounts of time in the rulebook to figure out how to create a custom character.