draft/dream14apr03.txt
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    10 
       
    11 
       
    12       The Impossible Dream
       
    13 
       
    14 
       
    15     #5: Resolution Mechanics II
       
    16 
       
    17 *by Hunter Logan*
       
    18 Apr 14,2003
       
    19 
       
    20 	
       
    21 Last time, I wrote about the use of Chance, Ability, and Intent in
       
    22 constructing resolution mechanics. I brought the article to a rather
       
    23 abrupt close. I feel bad to have done that, but it works out better
       
    24 because I want to peer more deeply into the resolution play flow. I
       
    25 think a resolution mechanic is more than just a resolution mechanic.
       
    26 It's really a mechanical process that includes at least one mechanical
       
    27 device and one evaluation. That mechanical process is presented as a
       
    28 resolution play flow. The undefined item here is the /evaluation/, so
       
    29 that's a good place to begin.
       
    30 
       
    31 The Five Means of Evaluation
       
    32 
       
    33 A mechanic really isn't a mechanic without a means of evaluating what
       
    34 happened. It occurs to me that any mechanic has five means of
       
    35 evaluation. This is how I conceptualize the way that players evaluate
       
    36 what happens after a mechanical device is used. The terms are
       
    37 /Absolute/, /Unopposed/, /Opposed/, /Played/, and /Qualified/. Here are
       
    38 the explanations.
       
    39 
       
    40 */Absolute evaluation/* is usually based on Die Result vs. Fixed Scale.
       
    41 The player generates a Die Result using a method such as Skill +
       
    42 Attribute + Die Roll. The GM may apply a modifier for difficulty or
       
    43 situation. For an easy job or situation where a character has the upper
       
    44 hand, the GM might apply a large positive modifier. For a really tough
       
    45 job or situations where the character is at a disadvantage, the GM might
       
    46 apply a large negative modifier. The GM (or player) compares the die
       
    47 result to the fixed scale and determines the outcome. This is a personal
       
    48 preference, but I think modifiers are a bad idea for this sort of
       
    49 mechanic. The purpose of an absolute evaluation is mostly to gauge the
       
    50 quality of character effort. The evaluation may also provide an outcome;
       
    51 but as a GM, when I asked for this sort of roll, I usually just wanted
       
    52 the player to impress me with a great die result. Either way, a low
       
    53 result here means the character was inept and failed, while a high
       
    54 result indicates heroic performance and great success. Here is an example
       
    55 
       
    56     * Device (Chance and Ability): Player rolls Skill + Attribute + Die
       
    57       Roll vs. Fixed Scale.
       
    58     * Evaluation (Unopposed): In this example, the GM assessed the
       
    59       Difficulty as a modifier. The GM compares the modified Die Result
       
    60       to the Fixed Scale. If the Die Result is 3 or greater, the
       
    61       character achieves some degree of success. Otherwise, the
       
    62       character fails. More important, the character's effort is clumsy
       
    63       or lackluster unless the player rolls 5 or better.
       
    64 
       
    65 
       
    66 *Modifiers* Challenge	Modifier
       
    67 Easy	+1 or more
       
    68 Average	0
       
    69 Difficult	-1 or more
       
    70 
       
    71 
       
    72 *Results* Die Result	Effort	Outcome
       
    73 0-2	Poor	Fail
       
    74 3-4	Fair	Progress
       
    75 5-7	Good	Success
       
    76 8+	Heroic	Bonus
       
    77 
       
    78 
       
    79 
       
    80 */Unopposed evaluation/* is usually based on a variable scale with a
       
    81 device such as Die Result vs. Target Number where the die result is
       
    82 Skill + Die Roll or something similar. The GM adjusts the Target Number
       
    83 (TN) based on difficulty or challenge. An easy task often has a low TN.
       
    84 A difficult task has a high TN. Here is a common example:
       
    85 
       
    86     * Device (Chance and Ability): Player rolls Skill + Die Roll vs. TN.
       
    87     * Evaluation (Unopposed): In this example, the GM assessed the
       
    88       Difficulty as a modifier The GM compares the Die Result to the
       
    89       Target Number. If the Die Result is equal to or greater than the
       
    90       TN, the character succeeds. Otherwise, the character fails.
       
    91 
       
    92 
       
    93 *Target Number* Die Roll	Result
       
    94 2	Easy
       
    95 4	Average
       
    96 6	Difficult
       
    97 9	Impossible
       
    98 
       
    99 
       
   100 
       
   101 *Results* Die Roll	Result
       
   102 < target	Fail
       
   103 = or > target	Success
       
   104 
       
   105 
       
   106 */Opposed evaluation/* is mostly based on a comparison of effort such as
       
   107 PC's die result vs. opponent's die result. Here is an example:
       
   108 
       
   109     * Device (Chance and Ability): Player rolls Skill + Modifiers + Die
       
   110       Roll vs. Opponent's die result.
       
   111     * Evaluation (Opposed): The GM compares the player's die result to
       
   112       the opponent's die result. Here is a set of possible outcomes:
       
   113 
       
   114 *Results* PC Die Result	Result
       
   115 < Opponent	PC Loses
       
   116 = Opponent	Draw
       
   117 > Opponent	PC Wins
       
   118 
       
   119 
       
   120 
       
   121 */Played evaluation/* is mostly based on player intent. In this
       
   122 situation, one player (usually the GM) gets to say what happens to
       
   123 another player's declaration. This is often tied into ideas of diceless
       
   124 play. Here is an example:
       
   125 
       
   126     * Device (Intent): The player declares that his character is using
       
   127       the radio to call for artillery support.
       
   128     * Evaluation (Played): The GM considers that the request is logical.
       
   129       The character has a radio, expert military training, and artillery
       
   130       support. He decides to play along and replies that the character
       
   131       has successfully called for support.
       
   132 
       
   133 
       
   134 */Qualified evaluation/* is mostly a check to determine whether or not a
       
   135 character is qualified to do a thing. Here is an example:
       
   136 
       
   137     * Device (Intent): The player declares that his character will
       
   138       attempt to scale a sheer cliff face.
       
   139     * Evaluation (Qualified): The GM asks the player about the
       
   140       character's equipment and skills. The character has some climbing
       
   141       skill, but no equipment. The GM determines that the character can
       
   142       attempt the climb, but it will be both difficult and dangerous.
       
   143 
       
   144 
       
   145 The Four Mechanical Structures
       
   146 
       
   147 To discuss mechanical structures more accurately, I have identified four
       
   148 mechanical structures that you can employ to build a set of resolution
       
   149 mechanics. Each is a process represented as a resolution play flow. You
       
   150 may declare others as you need, but I'm starting with these four. They
       
   151 are /Single/, /Series/, /Nested/, and /Countdown/ mechanics.
       
   152 
       
   153 */Single mechanics/* include one device and one evaluation. Here is an
       
   154 example of a single mechanic:
       
   155 
       
   156     * Device (Chance and Ability): The player rolls Character Skill +
       
   157       Die Roll vs. Target Number.
       
   158     * Evaluation (unopposed): If character's effort (Character Skill +
       
   159       Die Roll) is equal to or greater than the challenge (Target
       
   160       Number), the character is successful. If the character's effort is
       
   161       less than the target number, the character fails.
       
   162 
       
   163 
       
   164 */Series mechanics/* consist of two or more single structures chained
       
   165 together to produce a set of mechanics. This is a more complex play
       
   166 flow, but the series mechanic is the most common structure for event
       
   167 resolution for a single character. Here is an example of a series mechanic:
       
   168 
       
   169     * Device (Intent): The player declares the character's action.
       
   170     * Evaluation (Qualified): The GM determines the required skill. If
       
   171       the character lacks the skill, the character fails. If the
       
   172       character has the skill, the GM sets the target number and the
       
   173       player rolls the dice.
       
   174     * Device (Chance and Ability): The player rolls Character Skill +
       
   175       Die Roll vs. Target Number.
       
   176     * Evaluation (unopposed): If the character's effort (Character
       
   177       Attribute + Die Roll) is equal to or greater than the challenge
       
   178       (Target Number), the character is successful. If the character's
       
   179       effort is less than the target number, the character fails.
       
   180 
       
   181 
       
   182 */Nested mechanics/* usually consist of a single or series structure
       
   183 nested inside another mechanical device or evaluation. Here is an example.
       
   184 
       
   185     * Device (Intent): The player declares the character's action. In
       
   186       this case, the character threatens a prisoner with a
       
   187       wicked-looking knife in hopes that the prisoner will talk.
       
   188     * Evaluation (Qualified): The GM considers that the character can
       
   189       easily make good on the threat. Anyone with common sense would
       
   190       start talking, but the GM isn't sure this prisoner qualifies.
       
   191       Also, the GM doesn't really want to play his own willpower against
       
   192       that of the player. The GM decides to roll dice for the result.
       
   193           o Device (Chance): The GM rolls a d6 for the prisoner.
       
   194           o Evaluation (Unopposed): The GM decides that a result of 6
       
   195             makes the prisoner resist. The die result was 2. The
       
   196             prisoner failed, meaning he will sing like a canary for the
       
   197             PC in hopes of avoiding the pointy end of the knife. The GM
       
   198             declares this.
       
   199 
       
   200 */Countdown mechanics/* include a device, an evaluation, and a
       
   201 countdown. The structure is basically a loop that serves as a shell for
       
   202 nested mechanics. It's extremely helpful when resolving actions for
       
   203 several characters. Its primary purpose is to aid in running combat.
       
   204 Here is an example of a countdown:
       
   205 
       
   206     * Device (Chance and Ability): The GM asks the players to roll
       
   207       initiative. The GM rolls initiative for NPCs or monsters.
       
   208     * Evaluation (Qualified): The GM determines which participant has
       
   209       the highest die roll. That participant is at the beginning of the
       
   210       countdown and goes first. In the event of a tie, the GM may use
       
   211       another method to break the tie.
       
   212           o Device (Intent): The player declares the character's action.
       
   213           o Evaluation (Qualified): The GM determines the required skill.
       
   214                 + If the character lacks the skill, the character fails.
       
   215                 + If the character has the skill, the GM sets the target
       
   216                   number and the player rolls the dice.
       
   217           o Device (Chance and Ability): The player rolls Character
       
   218             Skill + Die Roll vs. Target Number.
       
   219           o Evaluation (unopposed): The GM determines the outcome.
       
   220                 + If the character's effort (Character Skill + Die Roll)
       
   221                   is equal to or greater than the challenge (Target
       
   222                   Number), the character is successful.
       
   223                 + If the character's effort is less than the target
       
   224                   number, the character fails.
       
   225           o Continue Countdown. When the current character's action is
       
   226             resolved, the GM continues the countdown.
       
   227                 + If the countdown has not reached 0 and the
       
   228                   participants still have actions to resolve, the GM
       
   229                   determines who goes next and returns to step A.
       
   230                 + If the countdown reaches 0 or all actions are
       
   231                   resolved, the countdown ends. Continue to step 4. 
       
   232     * Continue Play. The countdown is complete.
       
   233 
       
   234 An Approach to Chance and Ability
       
   235 
       
   236 Here is an example showing a common resolution flow that uses Chance,
       
   237 Ability and Intent (but mostly features Chance and Ability):
       
   238 
       
   239     * Device (Intent). The player declares what he wants the character
       
   240       to do.
       
   241     * Evaluation (qualified). The character may be able to do it. The
       
   242       player must roll dice.
       
   243     * Device (Ability and Chance). The player rolls Skill + Die Roll for
       
   244       his character.
       
   245     * Evaluation (unopposed): If the die result is good enough, the
       
   246       character will succeed.
       
   247 
       
   248 In the example, Intent helps the GM define the skill required for the
       
   249 die roll and set the target number. I think Intent is most often used in
       
   250 combination with qualified evaluation. At least, that's the sense I get
       
   251 from many games. In this example, the actual resolution mechanism is a
       
   252 second device, Skill + Die Roll. It's a combination of Chance and Ability.
       
   253 
       
   254 This is the part I find interesting: Any combination of Chance and
       
   255 Ability can be skewed toward one or the other.
       
   256 
       
   257     * If Skill is small compared to the range of the die roll, then
       
   258       Chance is dominant.
       
   259 
       
   260       */Example:/* Say the range for a skill is 0 to 8 where 0 is
       
   261       untrained, 4 is fully trained, and 8 is the best on the planet.
       
   262       Now say the die roll is 1d20. This gives an unmodified range of
       
   263       results from 0 to 28, but a fully trained character only has skill
       
   264       4. For a fully trained character, the skill is really just a
       
   265       modifier. The situation is a little better for characters with
       
   266       more skill, but an untrained character has modifier 0. In that
       
   267       case, the result is pure Chance. I can slant this even further by
       
   268       saying, "A rolled 1 is an automatic failure and a rolled 20 is an
       
   269       automatic success." The only other variable is the target number.
       
   270       If the target numbers are small (and they probably would be for
       
   271       really easy jobs), then Ability may still have some meaning.
       
   272       Otherwise, Chance is still the dominant factor.
       
   273     * If Skill is large compared to the die roll, then Ability is dominant.
       
   274 
       
   275       */Example:/* Say the range of attributes is 0 to 20 where 0 is
       
   276       untrained, 8 is trained, and 20 is the best on the planet. This
       
   277       time the die roll is 1d4. This gives a range of possible results
       
   278       from 1 to 24, but now the die roll is just a modifier and the
       
   279       range for a trained character is simply 9 to 12 without modifiers.
       
   280       For a trained character, Ability now represents 67% of the total
       
   281       range. The result is slanted far more heavily toward Ability.
       
   282       Without modifiers, the character can't complete any job with a
       
   283       target of 13 or more; and the player may not need to roll for
       
   284       targets ranging from 0 to 9.
       
   285 
       
   286 Another Approach to Chance and Ability
       
   287 
       
   288 I want to look at one last way of balancing Chance and Ability. I didn't
       
   289 think of it; Scott Lininger did. In his rpg, /The Window/
       
   290 <http://www.mimgames.com/window/> he employs a single die, roll-under
       
   291 mechanic that accounts for increasing ability by reducing the number of
       
   292 sides on the die. His method uses every type of die from d4 to d30. I'm
       
   293 not usually a fan of using so many different dice, but what Scott has
       
   294 done is noteworthy. Basically, he set the default target number at 6.
       
   295 Depending on the situation, the GM can increase or decrease it. When the
       
   296 player needs to roll dice, he rolls the die that corresponds to the
       
   297 character's competence. If the character is really horrible at
       
   298 something, the player rolls a d30. If the character is truly outstanding
       
   299 at something, the player rolls a d4. In this way, the effect of Chance
       
   300 increases as Ability decreases. I think it's incredibly elegant.
       
   301 
       
   302 An Approach to Chance and Intent
       
   303 
       
   304 Historically, Intent has been the junior partner in resolving events. Of
       
   305 course, the player has always been empowered to declare what he wants
       
   306 his character to do or to say what he wants to happen; but wanting a
       
   307 thing has rarely been enough to make it so. More recently, game
       
   308 designers have provided more means to let the players have what they
       
   309 want, even if that means letting the players do some of the things
       
   310 traditionally left for the GM. Since players are accustomed to rolling
       
   311 dice in order to get their way, it seems perfectly logical to continue
       
   312 that trend. In the following example, Ability is still a factor in the
       
   313 mechanic, but Chance is the deciding factor because the player is never
       
   314 truly assured of victory.
       
   315 
       
   316     * Device (Intent): The player wants some weakling bad guys to show
       
   317       up so that his character can safely test out a shiny, new weapon.
       
   318     * Evaluation (Qualified): The GM sets the target at 3 or better. The
       
   319       player needs at least one success. The GM asks the player to roll
       
   320       the dice.
       
   321     * Device (Chance and Ability): The player is Counting Victories
       
   322       based on his character's Director attribute. That is, in this game
       
   323       the character has an attribute called Director that the player can
       
   324       use to directly affect the game world. The player rolls a d6 for
       
   325       each point of Director. For each result 3 or greater, the player
       
   326       gets a success.
       
   327     * Evaluation (Unopposed): The player rolled 3 dice with results 2, 3
       
   328       and 5. This nets two successes. The player gets what he wants. If
       
   329       the player had failed, the GM may still have had some bad guys
       
   330       show up, but the GM might make them much stronger and more
       
   331       dangerous than the player anticipated. 
       
   332 
       
   333 An Approach to Ability and Intent
       
   334 
       
   335 The combination of Ability and Intent is really the foundation for
       
   336 diceless roleplaying and usually the mechanism for giving players access
       
   337 to the powers of the GM. In this case, it's very easy to completely
       
   338 remove Chance from the equation.
       
   339 
       
   340     * Device (Ability and Intent): The player wants his character, a
       
   341       military officer, to call for fire support against an enemy position.
       
   342     * Evaluation (Qualified, Unopposed): The GM determines that the
       
   343       character has everything needed to accomplish the goal.
       
   344       Mechanically, there is nothing else to do, so the GM says, ãAfter
       
   345       placing two spotting rounds, you have the range.
       
   346     * Device (Ability and Intent): The player says, "I call, 'Fire for
       
   347       effect!'"
       
   348     * Evaluation (Qualified, Unopposed): The GM says, "A few seconds
       
   349       later, the target area erupts in a cloud of smoke and flame as 36
       
   350       rounds of 120mm high explosive detonate on impact.ä
       
   351 
       
   352 
       
   353 That wraps up my discussion of resolution mechanics. Next installment, I
       
   354 will attempt to show how everything discussed thus far can help produce
       
   355 the core of a game. Thanks for reading.
       
   356 
       
   357 
       
   358       What do you think? <http://trio.rpg.net/pf/list.php?f=110>
       
   359 
       
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   365 
       
   366  Topics 	Author  	Date 	Latest Reply
       
   367  cooldog cotangent
       
   368 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
       
   369 cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
       
   370   CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
       
   371 corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
       
   372  Fendi Spy Bags WHOLESALE@WizardReplica.com
       
   373 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
       
   374 12-02-2005 10:55  	12-02-2005 10:55 new
       
   375  Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
       
   376 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
       
   377 11-14-2005 19:41  	11-14-2005 19:41 new
       
   378  REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
       
   379 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
       
   380 10-20-2005 21:37  	10-20-2005 21:37 new
       
   381  Death/playing style
       
   382 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
       
   383 09-22-2003 11:35  	09-22-2003 11:35 new
       
   384  Death and actual immortality
       
   385 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
       
   386 07-19-2003 08:53  	01-13-2006 15:22 new
       
   387  Non-death death
       
   388 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
       
   389 Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
       
   390  Thanks, Hunter
       
   391 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
       
   392 Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
       
   393  Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
       
   394 Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
       
   395  Something you might have mentioned.
       
   396 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
       
   397 06-19-2003 16:13  	06-19-2003 18:11 new
       
   398  BTW, excellent column, Hunter!
       
   399 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
       
   400 06-19-2003 13:11  	06-19-2003 18:13 new
       
   401  Armor and Damage Thereto
       
   402 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
       
   403 06-19-2003 08:45  	06-19-2003 11:44 new
       
   404  Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
       
   405 flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
       
   406  Death spiral and unconsciousness
       
   407 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
       
   408 Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
       
   409  lucky or skilled
       
   410 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
       
   411 05-12-2003 18:49  	05-13-2003 09:25 new
       
   412  Absolute, unopposed and opposed
       
   413 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
       
   414 Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
       
   415  0-9 open ended = brilliant!
       
   416 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
       
   417 03-12-2003 10:41  	07-18-2003 01:28 new
       
   418  Smooth rerolls
       
   419 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
       
   420 Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
       
   421  Resolution Mechanics
       
   422 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
       
   423 Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
       
   424 
       
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   429 	
       
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   433 
       
   434 ------------------------------------------------------------------------
       
   435 
       
   436 
       
   437       Previous columns
       
   438 
       
   439     * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
       
   440       Logan, 17jul03
       
   441     * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
       
   442       Hunter Logan, 19jun03
       
   443     * #6: Putting Theory to the Test
       
   444       </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
       
   445     * #5: Resolution Mechanics II
       
   446       </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
       
   447     * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
       
   448       by Hunter Logan, 11mar03
       
   449     * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
       
   450       Logan, 10feb03
       
   451     * Balance of Power </news+reviews/columns/dream20jan03.html> by
       
   452       Hunter Logan, 20jan03
       
   453     * Play Flow First </news+reviews/columns/dream01jan03.html> by
       
   454       Hunter Logan, 01jan03
       
   455 
       
   456 
       
   457       Other columns </news+reviews/columns.html> at RPGnet
       
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