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-1 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Since your combat system seems very simple currently I guess that you want to keep it simple. Things you can put very simple as weapon stats: Different dice: having "2d6 and 2d8" or "...
datacube's user avatar
  • 330
0 votes

How can I simplify a series of rolls without changing probability too heavily?

When declaring defense you select a primary defense and any number of secondary defenses you have and are applicable to the attack. You get your base value of your primary defense and a fixed bonus ...
datacube's user avatar
  • 330
2 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Embrace them all being the same, and let the players define the specifics If the main choice is just between reliable and risky, you don't need to explicitly define samey-feeling weapon categories (...
Kaia's user avatar
  • 734
3 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Your combat rules currently are very streamlined, with a single roll to determine hit and damage, and (it seems) consistent rules for a weapon for all characters who use it. This suggests that the ...
Guybrush McKenzie's user avatar
0 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

A simple solution would be to have a different minimum (floor) and maximum (ceiling) on the final result for each weapon.
Nelviticus's user avatar
8 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Use the dropped dice to add spice When they roll the 4d6, they use the 3 or 2 highest to determine their success, but what about the rest? The 1 or 2 dropped dice count for something too! Here are a ...
Mathaddict's user avatar
  • 1,819
15 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Let me start by noting something that you probably already know, but which probably still bears repeating: "having lots of mechanically different weapon options" is not your end goal. "...
Ilmari Karonen's user avatar

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