I don't even give a shit if roll-and-match systems are good or sucky; I've looked at the One Roll Engine in Godlike, and while it looks interesting, I seriously doubt it would play all that well...while I love the setting for Godlike, it would probably need healthy amounts of MTP (and might even play better as a freeform)...the fact that all the cool characters in the game were built WAY better than anybody you're likely to play are proof that this game is not about player empowerment.
My sole gripe is with backlash dice. Whether or not roll-and-match can create a good or predictable RNG is
beside the point. My point is entirely that backlash dice fuck over players, and do so
on an extremely regular basis. That is utterly incompatible with any kind of "player empowerment", because it is flat-out statistically designed to fuck players over.
You are giving them a power which will bite them in the ass. That is the opposite of player empowerment, which is "here is a power and you can do cool stuff with it". Having a chance of failure can generate a debate about how big it can be...having a chance of destroying yourself by trying to use the power you invested game resources in is a non-starter. If you design a game like that, you are an asshole. Full stop.
If you cannot understand this despite people screaming it in your face, you are too ignorant to be a game designer.
KB wrote:Playtesting is, in my opinion, much more important that ultra-solid maths since if done as a proper process, it gives you much more insight into how rules work in play, than just working out maths on paper.
Playtesting cannot be more important than ultra-solid maths, because of 2 reasons:
1.) If you're using fair dice and a big enough testing pool, the playtest results will utterly bear out your solid maths. Except that doing the math beforehand lets you know what to expect, so you don't have to go "huh, that resulted in 9 out of 10 TPKs, oh well, back to the drawing board". Doing the math ahead of time would have told you that without giving 100 people a bad experience.
2.) Playtesting always includes the chance that the people playing will simply
ignore your rules if they give unfun results. If your maths show that the rules as written will kill half the parties that play with them, a lot of groups will say "shit, that's obviously wrong", and ignore it, and have a good time. And then YOU will say "hey, people had a good time, my game must be awesome!".
People can have fun with a game no matter how shitty it is. That is why play experiences cannot fully tell you if a game is good or bad.
KB wrote:I love magical tea parties! Or at least the term sounds like fun, I have to say I have no idea what it even means.
In case you really do need this: Magical Tea Party (MTP) is where the DM and/or players simply make something up, rather than rolling any dice or having any established rules. It is so-called because it is indistinguishable from little kids play tea party, or cops & robbers, or any game where it simply collaborative imagining with no hard rules.
It's not a bad thing. Most games use it to some extent. But it is absolutely NOT part of the game rules, and relying on it to deal with rules problems is a big mistake.
Your game should also not rely heavily on it, because MTP
is free. Everyone can do it without buying anything. So why should they pay money for a game that says "make something up!"? They can do that already without paying any money!
KB wrote:No system works well under all conditions. Some people are bad at math for example, which makes systems like D&D 3rd Ed and D6 hard to play. If people are distracted, tired or drunk, no system will perform well.
I disagree. Some games work better when people are drunk.
Obviously, all systems do not work well under all conditions. What you are refusing to grasp is that this system performs worse than other systems
regardless of circumstances. Under what circumstances does your roll-and-match abortion work better than simply 1d20 + bonuses vs. Target Number? Or Roll Percentiles under Skill Rating? Or flip a fucking coin?
KB wrote:Personally, I think player empowerment relates more to giving them some narrative control and making it clear that the player characters are straight away cool and competent people, instead of being guys that die of one hit, like 1st level D&D wizards.
I can agree with that. But your rules system does not provide, at least not for spellcasters.
If your spell blows up in your face one time in five, you are NOT a cool and competent wizard. You are a fucking joke. You can die in no hits...you can die because you tried to cast a spell that you invested
ten fucking dice in, because you wanted to be an awesome wizard.
I am judging the philosophies and decisions you have presented in this thread. The ones I have seen look bad, and also appear to be the fruit of a poisonous tree that has produced only madness and will continue to produce only madness.
--AngelFromAnotherPin
believe in one hand and shit in the other and see which ones fills up quicker. it will be the one you are full of, shit.
--Shadzar