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  1. #1

    Default Best Game Mechanics

    Simple enough.

    What are the best (or simply your favourite) tabletop boardgame/wargame mechanics that you've used in a game?

    I'm a huge fan of White Wolf's Storyteller RPG system. It uses a D10 based 'successes' system, where you roll a number of D10s equal to one trait representing you innate ability, and another trait representing your training. (So, in weightlifting, you might roll two dice for your Strength, and four for your Athletics). Every 8+ is a 'success'; one success means you did okay, five means you did amazingly well. Tens 'explode' and allow you another roll (where another ten means another re-roll and so on).

    It's a great system for almost anything that isn't combat, which has never really been a problem for the games I run. (In one five year campaign, gaming for five hours every Friday night, there was exactly one fight. My games don't really involve fighting all that much).

    I also like 40Ks 'AP' system; I know a lot of people seem to prefer a modifier, but I remember playing with those back in the old Rogue Trader days, and all it meant in practise was that no-one got a save, ever. I like how the current AP rules make each special weapon so specifically tactical - there's a real difference between flamer, plasma and melta, for example. I'm of the opinion that more rules = slower, more boring games, so anything which streamlines play is always a good thing in my book.

    What about other people? What game mechanics do you really like?
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  2. #2
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    Blip tokens in Space Crusade. Especially the blank decoy ones. Ratchets up the tension.
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  3. #3

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    White wolf for me too. Especially as you can add stunt dice if you get a particularly cool description from the player.

    Other than that, Warhammer 8th Ed. Tickles all my special places!
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    Quote Originally Posted by Mr Mystery View Post

    Other than that, Warhammer 8th Ed. Tickles all my special places!
    I don't think it's supposed to that

    However the process of robo-insemination is far too complex for the human mind!
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  5. #5
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    two game mechanics that I am very keen on lately for Infinity and Bolt Action. they each work for their system really well.

    In Infinity it is the ability to react to the opponent, so if your character sees an enemy sticking his head out of cover, you can take a pot shot for example. makes the whole game feel really alive and action packed.

    For Bolt Action, there are six different orders you can give. each order is on one face of a six sided order die. take a die for each of your units, put it in a bag with your opponent's order dice, draw one at random. whoever it belongs to assigns it to one of their units, with the order they are being given face up beside the unit, and carry it out. then draw again. very very simply handles a lot of options, and keeps you guessing.
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  6. #6
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    Quote Originally Posted by Kirsten View Post
    In Infinity it is the ability to react to the opponent, so if your character sees an enemy sticking his head out of cover, you can take a pot shot for example. makes the whole game feel really alive and action packed.
    I love this mechanic! Pretty cool how they bill it as 'always your turn' in the videos.

    Plus there's something so satisfying when your opponent has a smug look after hitting on 4 dice only to have it all go away when you roll a single critical.
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    Quote Originally Posted by Denzark View Post
    Blip tokens in Space Crusade. Especially the blank decoy ones. Ratchets up the tension.
    ohh yes, the blank blips really do add to the game.

    - - - Updated - - -

    for me, it's the core basic D20 system, at it's most basic, it's a great system for RPG's and Skirmish games, it's only when you added tons of OGL extras that it get's bogged down.

    It's why they have been able to recreate old school RPG's such as OSRIC.
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  8. #8

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    I like the Order system for Imperial Guard, it really adds to some narrative moments during the game. In addition to that, Malifaux's Death Marshals are fun to play because of the ability to lock your opponent in a coffin and carry him away. Stole my opponent's leader in a demo game and ran away, cheating the cards so that he stayed in the box until I'd carried him out of the fight.

    I also liked Firestorm Armada's means of dealing damage, 4s inflict a Hit, 6s Explode and the re-rolls also Explode on 6s. Nice and simple, and lets you concentrate on your positioning and flanking. I'm looking forward to seeing what Spartan Games does with the Halo IP they've acquired based on this.

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  9. #9
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    I am very pleased with my game mechanics so far
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  10. #10
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    +1 for Infinity!
    The 'always your turn' bit and d20's has me hooked. I also really like opposed rolls (Warmachine/Hordes does this too) where to hit it is your Ballistic Skill vs the target's agility/size/defense, etc.
    I love having to really pay attention during your opponent's turn for your reactionary shooting.

    Also X-Wing for alternating Pilot and Skill activation.
    I love me some 40k (been playing since '89) but I also really appreciate games that try and get away from the 'your turn, my turn' mechanic.

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