Switch Theme:

What are your favorite, or most notable game mechanics?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Soul Token




West Yorkshire, England

The old rules for the 40K Ork Battlewagon. The transport capacity of the battlewagon was however many models you could physically fit on it. Any models that fell off in play had actually fallen off, and took damage as normal.

Abusable, but so, so in character.

"The 75mm gun is firing. The 37mm gun is firing, but is traversed round the wrong way. The Browning is jammed. I am saying "Driver, advance." and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich." 
   
Made in ae
Frenzied Berserker Terminator






That sounds like fun.
   
Made in us
Quick-fingered Warlord Moderatus




The old rules for the 40K Ork Battlewagon. The transport capacity of the battlewagon was however many models you could physically fit on it. Any models that fell off in play had actually fallen off, and took damage as normal.

Abusable, but so, so in character.


I forgot all about that until just now! That was a great mechanic! Second edition was so colorful ...

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

I like the mechanism in Stars N Bars that each figure has a percent chance to hit depending on weapon, range and tactical factors, and you simply multiply this by the number of figures firing and that give the percentage.

For example, if 12 veteran infantry with breech loading rifles fire their first volley (x2 factor) at close range, the factor is 12% per figure, double to 24, times 12 = 288%. So you get two hits and 88% chance of a third.

It is a very elegant system.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

 -Loki- wrote:
I'm a big fan of the ARO system in Infinity, as it better represents how two smaller teams of elite soldiers would act. Someone walks in front of you and shoots? Shoot back. Someone runs across your line of sight between cover? Shoot at them. Someone starts shooting you as you're running? Start dodging.

It has its complexities (face to face rolls are ridiculously hard to figure out when you're starting), but it creates a very tense small scale game.


Definitely agree with this!

Some of the coolest moments I have seen in tabletop games; of guys getting nailed by a sniper when running between buildings for instance, have been because of this mechanic.

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
 
   
Made in gb
Lieutenant Colonel




I like the chance to hit being based on the target skill .
And the armour value +dice roll beating the weapon AP to save.(Both , from FoW.)

I also like opposed rolls/stats as a resolution mechanic in general.

I prefer more interactive game turns , over fixed game turns , with or without reaction mechanics though.
Generaly ...
Variable bound game turns ,Blood Bowl, Crossfire.
Also the actions points , random draw for skirmish games,
'Order counter' , for battle games.(Like Epic .)
Or alternating phases is an easy way to get interleaved actions .
   
Made in pl
Kelne





Warsaw, Poland

The automatic reactive order (ARO) of the Infinity system allows you to interrupt / answer to the other orders of the other player, meaning you get to make tactical decisions even in the enemy's turn.
   
Made in us
2nd Lieutenant




San Jose, California

One of my favorite game mechanics is that of the original Deadlands RPG and its use of a deck of playing cards. Instead of rolling dice for characteristics, you would draw cards from a standard 52 playing card deck and the value of the card would give you the die type (2 = D4, 3-8 = D6, 9-Jack = D8, Queen or King = D10 and Ace = D12) for that stat and the suit would give you how many of that die you would get (Club = 1, Diamond = 2, Heart = 3 & Spade = 4). If you pulled a Joker, it counted as a D12...you would draw a second card for the suit. The Joker would also give you the Mysterious Background trait, bad if the Joker was red and good if it was black, to be determined by the GM.

Initiative during combat also used the deck of cards for order of actions. You would roll a D20, add/subtract any modifiers, and get a total. For each full five points you would get a card from the initiative deck....so if you rolled an 18, you would get 3 cards. Once everyone has their cards the order of actions starting with Aces and working down to 2's. If players have the same card value the suit would determine who would go first.

The magic system also used a deck of cards to determine if a spell would go off and how effective it would be. The player would declare what spell he was casting and then draw cards for that spell from his personal deck, trying to make the best poker hand possible. The hand drawn by the player would determine how powerful the spell would be.....and woe to the player that draws the "Dead Man's Hand" (both black aces and both black 8's) for his spell.

This message was edited 3 times. Last update was at 2013/06/08 19:07:09


Solve a man's problem with violence and help him for a day. Teach a man how to solve his problems with violence, help him for a lifetime - Belkar Bitterleaf 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

I hate I-go-U-go systems, so I prefer any type of activation method other than that. This includes:

1. Alternate activation
2. Random activation
2. Alternate activation by phase
3. Action/Reaction systems
4. Initiative order systems

This message was edited 1 time. Last update was at 2013/06/11 12:39:23


Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in si
Foxy Wildborne







I have two that both deal with activation/initiative.

Monsterpocalypse dice pools: you have 10 action dice that circulate between your Unit Pool and your Monster Pool. The game is IGOUGO, but when it's your turn you decide whether to take a Monster turn or a Unit turn. You pay for your figures' movement, attacks and special actions by moving the Action dice from that figure's pool to the other pool. Typically this means you will alternate taking Monster turns and Unit turns, but careful dice budgeting to take multiple Monster turns in a row is a huge part of the game.

Relic Knights initiative: each player has a dashboard where he arranges stat cards for the next 3 models he intends to activate in order. The rest of the cards are off to the side. Players alternate their model activations, but there is no stipulation that each model should be activated once before any can be activated a second time. As soon as you're done with one, you can place it at the tail end of your queue again, so you can keep activating the same 3 models over and over (until they die). It also creates opportunity for some creative special rules, such as "stun" weapons being able to knock models out of the initiative queue, or certain abilities being more or less effective depending on whether a model is in the queue or not.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in us
Regular Dakkanaut





Idaho

I love in gorkamorka how orks just get bounced about when hit by vehicles.



 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

I rather l like the "quidity" mechanic in Quarriors, having played that recently!

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

I like the alternating activation sequence of Warpath 2.0. Your guarenteed 1 squad activation, and then can try to activate a second on a 3+, failure means the squad can not act, and the turn passes over to the other player. If you suceed the 2nd activation, you can keep attempting to activate subsequent units on a 5+, again passing the turn over if you fail. If one side runs out of the units the other player can test for all his remaining units on a 3+, continuing to test until all units have a chance for activation.

It adds an extra layer of strategy, of when and in which order, to activating units. The added uncertainty helps foster the feeling of a chaotic battelfield.

As mentioned earlier, all of the Ganesha Games use a similar mechanic, but their activation number is tied to unit quality, so activation order is usually boils down to just best to worst when playing any Ganesha game.

   
Made in gb
Decrepit Dakkanaut







 adamsouza wrote:
On a side note, I beta tested SHOCKFORCE and was one of the people who ran around demonstrating it at local shops. We still see a game of Shockforce played maybe once a year , when the mood strikes. I argued with Aaron about the "k" part being "d" for discard, but he wanted something that looked more unique and couldn't be confused with "d" meaning dice like in RPGs.


Not sure when SHOCKFORCE came out, but the akb form has been used in the Legend of the Five Rings RPG since around 1996...

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

SHOCKFORCE came out in 1998, according to TMP.

The "k" for Keep, instead of discard, wasn't implemented until GWAR: Rumble in Antarctica, which was the basis for SHOCKFORCE 2nd Edition
.
I don't think it was a "borrowed" mechanic as much as parralalel development along logical lines.

   
Made in us
Brigadier General






Chicago

Dysartes wrote:
 adamsouza wrote:
On a side note, I beta tested SHOCKFORCE and was one of the people who ran around demonstrating it at local shops. We still see a game of Shockforce played maybe once a year , when the mood strikes. I argued with Aaron about the "k" part being "d" for discard, but he wanted something that looked more unique and couldn't be confused with "d" meaning dice like in RPGs.


Not sure when SHOCKFORCE came out, but the akb form has been used in the Legend of the Five Rings RPG since around 1996...


adamsouza wrote:SHOCKFORCE came out in 1998, according to TMP.

The "k" for Keep, instead of discard, wasn't implemented until GWAR: Rumble in Antarctica, which was the basis for SHOCKFORCE 2nd Edition
.
I don't think it was a "borrowed" mechanic as much as parralalel development along logical lines.


Doesn't bother me too much about exactly who developed/copied/parallel-developed a particular mechanic. Still, it's interesting to see it's use in another setting.

Chicago Skirmish Wargames club. Join us for some friendly, casual gaming in the Windy City.
http://chicagoskirmishwargames.com/blog/


My Project Log, mostly revolving around custom "Toybashed" terrain.
http://www.dakkadakka.com/dakkaforum/posts/list/651712.page

Visit the Chicago Valley Railroad!
https://chicagovalleyrailroad.blogspot.com 
   
Made in au
Stubborn Hammerer





$1,000,000 and a 50% discount

D&D 3.5 Critical Hit system: weapons have may customizable critical multipliers, ranges and effects and the system always scales (even if you get an automatic hit vs. a much higher AC creature does not guarantee a critical confirmation).

So when you do (once in a blue moon) get that critical hit, you can get a plethora of possible results (from damage to non-dice related effects). Once you get beyond the base mechanics of a system, it's always little things like this that still make it interesting.


just hangin' out, hangin' out
 
   
Made in us
Hellish Haemonculus






Boskydell, IL

The wound/wind system from Deadlands. Oh lordie, how awesome that system was. It was simultaneously easy to work, complex enough to preserve realism in a variety of situations, and lethal enough to still threaten veteran PCs. The Marshal's Guide presented ways to short-circuit the system to reduce your bookkeeping as the GM, all while preserving the integrity of the combat system and keeping your players from realizing you weren't subject to all the mathematic intricacies they were.

Honestly, the whole Deadlands system deserves mention here. Probably the best RPG system I've ever played under, although the wound system is the part that sticks out most to my mind.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

Tycho wrote:
I was a huge fan of the reaction system Andy Chambers wrote into his Starship Troopers rules for Mongoose Publishing. It's been so long since I played it that I can't remember the exact mechanics off the top of my head, but they basically created a system where both players were often doing things at the same time.


This. Starship Troopers is the best ruleset I have ever played and still outshines everything else to this day. Easy to learn and incredibly difficult to master. Games became less a matter of rolling dice and more of outwitting your opponent by outmaneouvering him. Being able to carry over the 'ready' action into reactions was brilliant. Some turns were incredibly tense as mobile infantry squads had to choose between shooting to wear down the bug horde or taking special ready action and jumping to try to stay away from the bugs, while the bugs had to move in order to trap and overwhelm MI squads. God, every game I played was amazing and I really miss it to this day. I got a local group involved, I even demo'ed it for Mongoose, and ran tournaments. Sigh.

"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in gb
Brooding Night Goblin






United Kingdom

I'm a huge fan of any mechanic which allows for reactive gameplay (or actions "out of turn") - whether they have to be planned in advance (e.g. Space Hulk's overwatch rules), activated at a cost (e.g. War of the Ring's Heroic Actions) or is the default state (e.g. Infinity's ARO), they make sure both players an invested at every point in the game, not just during their own turn.

infrequent posting is an artform 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






 -Loki- wrote:
I'm a big fan of the ARO system in Infinity, as it better represents how two smaller teams of elite soldiers would act. Someone walks in front of you and shoots? Shoot back. Someone runs across your line of sight between cover? Shoot at them. Someone starts shooting you as you're running? Start dodging.

It has its complexities (face to face rolls are ridiculously hard to figure out when you're starting), but it creates a very tense small scale game.


This. Definitely a fun game

 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

For me it would be the use of cards over dice in Malifaux. A deck of 54 cards versus the six sides of a die add a lot of variables.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Did Fulgrim Just Behead Ferrus?





Fort Worth, TX

Reaper's Warlord and CAV games used a good unit activation mechanic. Each unit added a card to the activation deck (one player would be the red cards, the other player the black). Each time you had to activate a unit, you drew a card to see which side it would be, meaning one side could potentially get to use all of their units before the other side that turn. Some characters would have an ability that added an extra card to the deck to help improve your chances, and one army had the ability to, once per turn, after a card was drawn, to bury that card at the bottom of the deck and redraw. After all units has activated, reshuffle the deck and start a new turn.

I also liked a lot of the mechanics in Battlefleet Gothic. Ships having to always move at least half their movement rate meant you always had to be thinking ahead a couple of turns. The special orders you could use to improve one of a ship's abilities while reducing its other abilities. The use of the blast markers to slow down ships, reduce shields, reduce weapon accuracy, etc.

And I'll also put in a vote for X-Wing's maneuver system.

Finally, I have to say that, hands down, the best ever game mechanic of all time, is THAC0. (just kidding)

"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me."
- Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks 
   
Made in us
Been Around the Block




Delawhere?

Call me crazy, but I miss the old Epic Space Marine orders system.

Alternating activation where the action range of each specific unit was determined in advance of the overall turn.

Place orders (First Fire, Advance, or Charge), roll a d6, winner chooses to activate first or second and alternating thereafter. Reveal the unit's orders as it activates, and choose what to do from the options you have available.

Charge: Double move, no shooting.
Advance: Normal move, normal shooting.
First Fire: No move, but you could interrupt enemy movement to fire with a -1 modifier.

There were more subtleties and rule interactions, but that covered the gist of it.

   
Made in us
Dark Angels Librarian with Book of Secrets






THAC0. If you don't know, you'll never know.
   
Made in gb
Ian Pickstock




Nottingham

 SoloFalcon1138 wrote:
THAC0. If you don't know, you'll never know.

THAC0 featured in Baldur's Gate/Baldur's Gate II so it's not that obscure. I know about it and I'm not a role player.

Naaa na na na-na-na-naaa.

Na-na-na-naaaaa.

Hey Jude. 
   
Made in gb
Lesser Daemon of Chaos





Hampshire, uk

I love the turn sequence or non sequence of Bolt Action.


Latest Blog Post: 7th edition first thoughts and pictures.

 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

 SoloFalcon1138 wrote:
THAC0. If you don't know, you'll never know.


That is solid nostalgia on your part, THAC, it's logical and current successor, is vastly superior.

Did enjoy the old time reference though.

   
Made in us
Regular Dakkanaut




iowa

the best mechanic in any game is simply "mathematics" it seems like the best games are written by people with a strong background in mathematics (Catan,MTG,RoboRally etc etc).
one of the reasons i stopped playing 40k and WFB is the horribly written rules which are written based on "it just feels right" as described in the designers notes.

my favorite miniatures rule mechanic was in the old AEG ClanWar game.
you had units in blocks like WFB and you rolled a D10 and set it in front of the unit for initiative. your unit leader could then adjust the dice roll by their leadership value. so you could go earlier or later depending on what you wanted. simultaneous turn order seems more logical in a mini game.

When I'm in power, here's how I'm gonna put the country back on its feet. I'm going to put sterilizing agents in the following products: Sunny Delight, Mountain Dew, and Thick-Crust Pizza. Only the 'tardiest of the 'tards like the thick crust. 
   
Made in us
Servoarm Flailing Magos







 SoloFalcon1138 wrote:
THAC0. If you don't know, you'll never know.


It's kind of ugly in the same way 40k's "7 minus BS is the die roll you need to hit" system. It's a number that requires a relatively fixed calculation to be useful. GW could just change BS to be the actual, useful number (So SM would be BS 3) but it'd be an ugly changeover and I don't think they like the idea of having one stat that is best when low (although Armor Saves are "lower is better" anyway).

THAC0 was nto a big loss when I started playing 3rd edition. I think the more important 'thing' from 2nd edition was the wealth of cool setting ideas that got released in that era.

Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
 
Forum Index » Dakka Discussions
Go to: