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    11 
       
    12       The Impossible Dream
       
    13 
       
    14 
       
    15     Resolution Mechanics I
       
    16 
       
    17 *by Hunter Logan*
       
    18 Mar 11,2003
       
    19 
       
    20 	
       
    21 *Resolution Mechanics I*
       
    22 The Impossible Dream Installment #4
       
    23 by Hunter Logan
       
    24 
       
    25 Intro
       
    26 
       
    27 Thus far, I have talked about play flow, balance of power, and player
       
    28 goals. This time, I want to move on and talk about something near and
       
    29 dear to most every designer's heart: Resolution mechanics.
       
    30 
       
    31 */Resolution mechanics/* are the means for getting things done in the
       
    32 game. When a character searches a room, attempts to run the gauntlet, or
       
    33 negotiate a contract, resolution mechanics determine what happens. This
       
    34 is a monster topic, so I will present it in two parts. The first part
       
    35 will cover the Three Means of Resolution.
       
    36 
       
    37 The Three Means of Resolution
       
    38 
       
    39 The Three Means of Resolution are loosely based on Jonathan Tweet's
       
    40 three means of resolution as presented in the */Everway RPG/* and as
       
    41 modified by Ron Edwards in his many RPG theory discussions. Tweet's
       
    42 terms are Drama, Fortune and Karma. Edwards also uses them, though he
       
    43 applies slightly different meanings. I mention Tweet's terms as
       
    44 reference, but I've got my own take on them. To avoid the great onus and
       
    45 inertia of history, I'm not using them. I'm using the terms Chance,
       
    46 Ability and Intent. This is the way I conceptualize the Three Means.
       
    47 
       
    48 /*Chance*/ is random determination of what happens. Roll dice, draw
       
    49 cards, flip coins, and look at the results. They are random and subject
       
    50 to the laws of statistics. Dice are a common and popular method of
       
    51 generating random results in RPGs. I like dice because all dice have
       
    52 similar characteristics in the way they generate numbers. Here are some
       
    53 examples.
       
    54 
       
    55     * A single die generates a linear curve. Roll a d20 and you have a
       
    56       flat 5% chance of rolling any particular number. You have the same
       
    57       chance of rolling a 1 as you do a 10 or a 20. When you change the
       
    58       number of sides on the die, you change the flat percentage chance
       
    59       and the range. Roll a d12 and you get a range from 1 to 12 with an
       
    60       8% chance of getting a particular result. Roll a d10 and the range
       
    61       is 1 to 10 (or 0 to 9) with a 10% chance of getting a given
       
    62       result. Roll a d8 and the range is 1 to 8 with a 12-1/2% chance of
       
    63       getting a given result and so on.
       
    64     * If you roll several dice and evaluate the result on each die
       
    65       independently, the curve for each die is still linear.
       
    66     * Rolling a pair of dice and adding the results generates a bell
       
    67       curve. For example, you may roll two 6-sided dice and add the
       
    68       results. This produces a range of results from 2 to 12. At the
       
    69       extremes, the player has about a 6% chance of getting a 2 or a 12.
       
    70       In the middle, he has about 17% chance of rolling a 7. The actual
       
    71       result is random, but the player has a 28% chance of rolling 2 to
       
    72       5, a 44% chance of rolling a result from 6 to 8, and a 28% chance
       
    73       of rolling 9 to 12. Clearly, the middle is favored.
       
    74     * Rolling a pair of unequal dice also generates a bell curve.
       
    75       Rolling a d6 and a d4 and adding the results produces a range from
       
    76       2 to 10. At the extremes, the player has about an 8% chance of
       
    77       rolling a 2 or a 10. In the middle, he has about 20% chance of
       
    78       rolling a 6. He has about a 23% chance of rolling 3 to 4, a 54%
       
    79       chance of rolling a result from 5 to 7, and a 23% chance of
       
    80       rolling an 8 to 10. Again, the middle is favored.
       
    81     * As you roll more dice and add the results, the bell curve becomes
       
    82       flatter at the top with a greater chance of generating an average
       
    83       value and a far smaller chance of generating an extreme value.
       
    84       Rolling 3d4, for instance, produces a range from 3 to 12. A player
       
    85       has about a 3% chance of rolling either a 3 or a 12, a 15 % chance
       
    86       of rolling 3 to 5, a 69 % chance of rolling from 6 to 10, and a 15
       
    87       % chance of rolling 10 to 12. Again the middle is strongly favored
       
    88       with a 1-in-3 likelihood that the player will roll either a 7 or an 8.
       
    89 
       
    90     * Dice can be manipulated to tailor their function.
       
    91 
       
    92 
       
    93           o */Curved Results:/* The player rolls dice, but the actual
       
    94             result is curved. For example, the designer may have the
       
    95             players roll a single d10, but the die roll may actually
       
    96             produce results from ö3 to +3. Here's one way it could work.
       
    97 
       
    98             *Curved Results* Die Roll	Result
       
    99             1	-3
       
   100             2	-2
       
   101             3-4	-1
       
   102             5-6	0
       
   103             7-8	+1
       
   104             9	+2
       
   105             0 (10)	+3
       
   106 
       
   107 
       
   108           o */Exploding Die Roll:/* The player rolls the dice and rolls
       
   109             again on a designated result. The result of the next die
       
   110             roll is added to the first. For example, the player rolls a
       
   111             d6. On a 6, the die "explodes." The player rolls the d6
       
   112             again and adds the result to his total. So, the player could
       
   113             roll a 6 then roll a 4 to get 10.
       
   114 
       
   115             If the die roll is open-ended, this goes on as long as the
       
   116             player's die rolls meet the condition for explosion. A
       
   117             player might roll 6, 6, 6, 6, 2 and get 26 off the die roll.
       
   118 
       
   119             If the die roll is closed, the player gets a fixed number of
       
   120             additional rolls (usually just one). This way, a player
       
   121             might roll a 6 and another 6. He gets 12.
       
   122 
       
   123             There is a fault with this method of rolling dice: Some
       
   124             numbers may drop out. In the preceding example, it's
       
   125             actually impossible to get 6, 12, 18, 24, and so on with an
       
   126             unmodified die roll. The counting goes ·4, 5, 7, 8· It's
       
   127             possible to mechanically work around that, but I think the
       
   128             d10 provides a more elegant solution. The d10 is numbered 0
       
   129             to 9. If you count the 0 as 0 and 9 as the maximum value,
       
   130             your numerical progression will always be very smooth. If a
       
   131             player made an open-ended d10 roll, he could possibly roll
       
   132             9, 9, 9, and 0 to get 27.
       
   133 
       
   134 
       
   135           o */Counting Victories:/* The player rolls one or more dice.
       
   136             Each die is evaluated separately to generate a number of
       
   137             victories. The more victories the player gets, the better
       
   138             the outcome of the character's action. For example, a player
       
   139             might roll 4d6 and evaluate the results against a target
       
   140             number. Say the target is 2. If the player rolled 1,3,5,and
       
   141             2, the player would get 3 successes. If the target number
       
   142             had been 4, the player would have only 1 success.
       
   143 
       
   144 
       
   145           o */Mass on Target:/* The player again rolls one or more dice.
       
   146             This time, the results are tallied to produce a really big
       
   147             number. Well, the player hopes it's a big number. The device
       
   148             is usually die roll vs. target. For example, the player
       
   149             might roll 3d10. If the player rolled 3, 5, and 8, his
       
   150             result would be 16. Of course, rolling dice this way greatly
       
   151             increases the chance of getting a mid-range value.
       
   152 
       
   153 
       
   154           o */Many More Possibilities:/* I am the first to admit that
       
   155             the examples and ideas I've presented here barely scratch
       
   156             the surface of what you can do with dice, but I think these
       
   157             are the basic building blocks. You can mix and match these
       
   158             methods to your heart's content.
       
   159 
       
   160 
       
   161     * */A Good Article:/* As it turns out, Shannon Appelcline recently
       
   162       wrote a very good article
       
   163       <http://www.rpg.net/news+reviews/columns/virtually14feb03.html>
       
   164       about the nature of random chance. 
       
   165 
       
   166 
       
   167 
       
   168 */Ability/* is deliberate determination of what happens based on the
       
   169 capabilities of the character. If the character has the skill, if the
       
   170 character has a resource such as hero points, or if the character has a
       
   171 built-in capability that allows him to do certain things, the player can
       
   172 use this /Ability/ to resolve an event.
       
   173 
       
   174     * /Using skill to resolve an event/: Skill is usually based on
       
   175       character attributes or skills. Frequently, a character with a low
       
   176       attribute or skill will only be able to do simple, little things
       
   177       with that attribute or skill. A character with a high attribute or
       
   178       skill will be able to do amazing things. If the character's
       
   179       attribute or skill is too weak, the character will fail. If the
       
   180       character's attribute or skill is sufficient, the character will
       
   181       succeed. It's that simple.
       
   182 
       
   183       For example, a character has a skill, Fencing 5, where '0' is
       
   184       untrained and '10' is the best on the planet. The character gets
       
   185       in a duel with an opponent who has Fencing 7. Using ability alone,
       
   186       the character with Fencing 5 will lose every single time.
       
   187     * /Using a resource to resolve an event/: Resources are expendable
       
   188       units of success that the player can spend during play. They are
       
   189       finite. Once used, they're gone, though the player may have the
       
   190       opportunity to earn more. A resource like Hero Points may
       
   191       temporarily improve character skill to ensure success. The player
       
   192       spends the points to get the desired result. A resource like
       
   193       Victory Cards may provide the character with instant victory. The
       
   194       player plays a single card and gets the desired results. For more
       
   195       thoughts on this, I refer you to Eric Brennan's wonderful article
       
   196       about Hero Points
       
   197       <http://www.rpg.net/news+reviews/columns/chopshop29oct02.html>.
       
   198     * /Using a built-in capability/: Capabilities often work with no
       
   199       muss or fuss because the rules say so. A character may have the
       
   200       ability to cast certain spells or to do certain things without any
       
   201       chance of failure. The player says the character is doing it and
       
   202       the character does it thanks to Ability.
       
   203 
       
   204 */Intent/* is resolution based on what a player wants to happen in the
       
   205 game. The player makes a declaration. The declaration becomes a
       
   206 mechanical device for resolving events.
       
   207 
       
   208 For example, a group of characters surrounded by enemies, running low on
       
   209 ammunition may make their last stand. Before the end, a player declares,
       
   210 "·And the cavalry arrives in the nick of time, distracting the enemy and
       
   211 giving us the chance we need to escape." The GM allows this to happen
       
   212 because it's in the spirit of the game. But nothing is free, so the GM
       
   213 replies, "The cavalry assault breaks the enemy line, but they take very
       
   214 heavy casualties. It will be a long time before they can help you again."
       
   215 
       
   216 Using Chance, Ability, and Intent
       
   217 
       
   218 The three methods of resolution are seldom used in isolation. A
       
   219 resolution mechanic is rarely Chance, Ability, or Intent alone. The
       
   220 process for resolving events almost always includes a combination of
       
   221 Chance, Ability, and Intent, especially Chance and Ability.
       
   222 
       
   223 Consider this common resolution mechanic:
       
   224 
       
   225     * Player declares character action.
       
   226     * Chance and Ability: Player generates a die result using /Attribute
       
   227       + Skill + Die Roll vs. Target Number/. The player must roll over
       
   228       the TN for the character to succeed.
       
   229 
       
   230 
       
   231 Here, Intent is a qualifier. If the GM determines the player wants the
       
   232 character to do something easy, the TN will be low. If the GM determines
       
   233 the player wants the character to do something really difficult, the TN
       
   234 will be much higher. Then, the die result is a combination of Chance and
       
   235 Ability. The character's attribute and skill are both Ability. Small
       
   236 numbers mean the character has little ability. Large numbers mean the
       
   237 character has lots of Ability. Naturally, the die roll is Chance. I have
       
   238 a lot more to say about all this, but that will fill the next
       
   239 installment. As always, thanks for reading.
       
   240 
       
   241 
       
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   249 
       
   250  Topics 	Author  	Date 	Latest Reply
       
   251  cooldog cotangent
       
   252 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
       
   253 cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
       
   254   CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
       
   255 corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
       
   256  Fendi Spy Bags WHOLESALE@WizardReplica.com
       
   257 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
       
   258 12-02-2005 10:55  	12-02-2005 10:55 new
       
   259  Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
       
   260 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
       
   261 11-14-2005 19:41  	11-14-2005 19:41 new
       
   262  REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
       
   263 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
       
   264 10-20-2005 21:37  	10-20-2005 21:37 new
       
   265  Death/playing style
       
   266 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
       
   267 09-22-2003 11:35  	09-22-2003 11:35 new
       
   268  Death and actual immortality
       
   269 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
       
   270 07-19-2003 08:53  	01-13-2006 15:22 new
       
   271  Non-death death
       
   272 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
       
   273 Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
       
   274  Thanks, Hunter
       
   275 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
       
   276 Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
       
   277  Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
       
   278 Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
       
   279  Something you might have mentioned.
       
   280 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
       
   281 06-19-2003 16:13  	06-19-2003 18:11 new
       
   282  BTW, excellent column, Hunter!
       
   283 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
       
   284 06-19-2003 13:11  	06-19-2003 18:13 new
       
   285  Armor and Damage Thereto
       
   286 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
       
   287 06-19-2003 08:45  	06-19-2003 11:44 new
       
   288  Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
       
   289 flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
       
   290  Death spiral and unconsciousness
       
   291 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
       
   292 Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
       
   293  lucky or skilled
       
   294 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
       
   295 05-12-2003 18:49  	05-13-2003 09:25 new
       
   296  Absolute, unopposed and opposed
       
   297 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
       
   298 Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
       
   299  0-9 open ended = brilliant!
       
   300 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
       
   301 03-12-2003 10:41  	07-18-2003 01:28 new
       
   302  Smooth rerolls
       
   303 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
       
   304 Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
       
   305  Resolution Mechanics
       
   306 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
       
   307 Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
       
   308 
       
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   317 
       
   318 ------------------------------------------------------------------------
       
   319 
       
   320 
       
   321       Previous columns
       
   322 
       
   323     * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
       
   324       Logan, 17jul03
       
   325     * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
       
   326       Hunter Logan, 19jun03
       
   327     * #6: Putting Theory to the Test
       
   328       </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
       
   329     * #5: Resolution Mechanics II
       
   330       </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
       
   331     * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
       
   332       by Hunter Logan, 11mar03
       
   333     * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
       
   334       Logan, 10feb03
       
   335     * Balance of Power </news+reviews/columns/dream20jan03.html> by
       
   336       Hunter Logan, 20jan03
       
   337     * Play Flow First </news+reviews/columns/dream01jan03.html> by
       
   338       Hunter Logan, 01jan03
       
   339 
       
   340 
       
   341       Other columns </news+reviews/columns.html> at RPGnet
       
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