I super simplified icrpg to play with my niece and nephew. I gave three stats guts, smarts, and spirit. They ranked them high to low (+1 to +3). The standard target DC was 5 use a 1d6 plus relevant stat. No damage roll just a 1 or 2. Creatures had rolls with bonus between +0 and +3, and couple of wound points. They typically dealt 1 damage, but might have two attacks. My nephew told his dad when he asked why he didn't go into an area, "There might be a monster." The dad said, "Well go kill it." My nephew said, "It is not about killing monsters. It is about making good choices." He is seven...
Hah I did similar: Might, Magic, Mind, choose best and worst. I wanted to introduce alternative dice so the system always succeeded on 5+ but you used D6, D8, D12 for easy/normal/hard checks. D4 for damage but initially the system used flat damage as well.
Right on! Your niece & nephew are learning valuable life lessons from your game! As a DM, I love confusing players by making encounters that they cannot win by killing the monsters. The way you do it is you make an objective (like get up this cliff, plug that hole, pull that lever) and then the monsters are just there as an obstacle to accomplishing the goal -- the monsters are like Hankerin's "Timers" (i.e., get outta here before they get us) and are not really a "Threat" unless the players do something stupid and engage them. The trick for the players is to recognize that, while killing the monsters would make it easier for them to succeed, they can obtain their objective even if they ignore them or get away from them -- and it would be far less costly to do so. If you make the engaging the monsters deadly, they will soon learn how to solve problems the smart way. (It's almost like the lesson of the Vietnam War when they tried to measure success by number of kill instead of a smarter metric such as the weight of political goals attained.)
my friends youngest son played his first game about the same age. Played a barbarian that ran through the goblins bunk room shouting "go back to bed!" classic intimidation check with a real realisation of class structure in the family!
🥳🫂👍🏿 Thank you for sharing - I’m on a quest to collect every house rule on UA-cam and beyond - this isn’t the first of your videos I’ve added to the playlist, but it’s the first I’ve stumbled upon in quite some time - looking forward to finding more ❤️
re: Narrative Dice Demonstration -- That is really interesting. I see your point about the dice: The dice that succeed don't just provide a +1 towards the total, but they also tell you how, why, that point was provided, based on the color. That IS really interesting.
17:12 I love how after you do a bunch of onomatopoeia and pretend to chop someone's head off or something you have this moment where you sorta stare off into space like "wait, what was I doing?" before continuing on with your explanation. It really shows how much you love this stuff. You're just fully committed to the scene for a moment, and it takes you a sec to return to reality.
Like the ideas! It seems to me that you could have matched all the colours of the dice for the first system better. Damage dice for both GM and PC are red, so the other colours could be paired in the same way: the basic dice as white, and the green for both sides being advantage from circumstance/environment (or blue, in case of the red/green colour blind).
Ok, I'm shocked. What might be a fine Runequest lad like yerself doing here with us the filthy d20, DIY lumpy heads?... perhaps you ARE one of us? One more for the shield wall?! Jk, awesome to see you here checking out hank's stuff. I really liked what little RPG content you threw at us, and having you around one of my favourite RPG channels makes me fanboy like an american with a .45 pistol Cheers!
Anything Lindybeige groks is good with me! Seriously though, this video is full of great ideas. My GURPS game already includes elements of Fate, Numenera and even Firefly, so I’m going to be giving this one some serious consideration... Thanks for the inspiration, as always!
I love the psychological shift in player-only rolling. It seems to me this invests greater agency in the players, and removing a sense that things are happening to them. It also means that it is always some player's turn!
No doubt about that. I suppose it makes for an interesting shift in the role (there's a pun I didn't intend) DM, going from something more like a player, with attempts at success, to the authority of a universe, only able to be thwarted by the players.
@@Runehammer1 Actually, this has got me thinking about combining some of these ideas. Like maybe the mooks and minions have flat attack scores and maybe just a simple die roll for damage if they hit, or flat damage as well, but tougher creatures might get to roll for their attacks, or just their damage. Maybe it can be even more layered, and boss creatures roll exactly like characters rolling attack rolls and damage. So even how much the GM is rolling, signals how big of a deal a creature is, with mooks being flat scores for attacks and damage, tougher creatures having damage rolls but flat attacks rolls, or vice versa, and full on bosses have normal rolls.
you have changed my life. before I saw this video I have not heard the term "diy" roleplaying. I've been buying game systems and tinkering with them for a long time but never finding something I completely LOVED. but tonight, after watching this video, I will be reviewing all the games I own and combining the best parts of each to create a game that is really truly MINE 💜 I am bugging out to my partner rn, I wish I could like this video multiple time. I just want to let you know how much of a difference you've made to me, thank you thank you thank you 🤘
Dope video. I appreciate your unbridled enthusiasm for exploring different systems. Your ability to hype up and talk about what makes different systems really sing is why I ended up getting into both Dungeon World and Blades in the Dark. I'll definitely have to check these out.
I love game mechanics! I love just reading rule books and settings. I don't even plan on playing some of the games I have bought. Maybe I am a wierdo! So I bring this up because I thought I was the only person that thought like that! Keep making great videos, and keep thinking!
Another clever RPG system you might find interesting is Maschein Zeit, an indie sci-fi/horror themed game. Like Numenera, it has consumable stat pools, but where it innovates is that it reframes action resolution away from "Did you roll high enough to succeed?" to "How badly do you want this to happen?" The player decides a combination of attributes/skills (called "Elements") and adds them together to form a percentile chance which they roll against on a d100. Alongside this are "Personal Elements," or character details represented by a rating of 0 to 25. Each time a player does something requiring a role, they must choose one Universal Element (equivalent to attributes in D&D) and one Personal Element, plus any optional, consumable "Dramatic Elements" to calculate the difficulty number they roll against. In other words, it forces players to roleplay each time they have to roll, keeping their actions rooted in their character's unique motivations and characteristics.
Love the idea, definitely going to steal it. The idea that the dice account for different factors and thereby drive The narrative as well as the outcome is genius.
This is reeeeealy cool. I'll be coming back to post the system I developed for my TTRPG. It's based of Vampire 5e and just uses d6 for EVERYTHING! From flying to trying to charm a person.
I agree with the FFG narrative dice mechanics: I find the advantage, triumph, despair and threat rolls aid so greatly in describing the outcomes of actions and the unintended consequences of those actions.
Yeah, though I do wish the there was just one symbol for Triumph and Advantage, with the Triumph(?) having a +1 inside it, and the same thing with threat and despair. Maybe a star or circle for good, and a skull or something jagged, for the bad. And possibly also maybe 1s and 2s with pluses or minuses, would also be easier for new players.
On the one hand I love discovering new game mechanic. On the other it stings a little when a popular game has already come up with something you just spent days inventing
Reminds a lot of some of our home brewed Heroquest/Shadowrun back in the day. Kinda reminds me of the fumble/success rule I really loved from Shadowrun (You could still fumble while succeeding if half your dice pool was 1's but you still scored enough hits to pass eg: you jump the hurdle BUT you clip it with your foot and knock it over slowing you down slightly etc)
As always, another awesome video, Hank. I am currently playing DMing FFG's Star Wars and I really enjoy narrative dice. Applying difficulty to a roll as a DM is really intuitive and the little details of the action consequences that you can read from the roll give a lot of joy for both DM and players. Another element of Genesys system that me and my player really appreciate and enjoy during play is Story Points (Destiny Points). It is simple little resource that allows both Players (it is a group resource for Players) and DM to modify the roll (Player can make his/hers roll easier and GM can make the roll harder for PC or DM), DM and PCs can spend them to add new elements to the plot, but the REAL magic of this mechanic is that it brings great interaction between DM and PCs (as a group) as once the point is used by PC it goes to DM's pool and it goes back to PCs once it is used by DM. I works really great during play. And brings a little "manage your risk" element to the game :)
I'm starting to learn Star Wars and the dice system is very cool and fresh for me And I'm running a Fallout game with Cypher System...I have never played a game that runs so fast...like this system a lot
I like segmenting AC into different bonuses (eg. Dodge/Armour/Shield/Cover). So if an attack would've hit you if not for your shield, then you blocked it with your shield, etc. Purely narrative effect, but I find it helps you feel your equipment making the difference. :) (If you play systems with touch/flat-footed AC, you could use those to say whether an attack was dodged or blocked by armour)
just found this channel because i want to build in narrativ3 dice into my d&d game. i think i found the right crazy bugger who has the same kind of experimental mind should watch some more of your stuff
NDS I think has some of the best mechanics out there. Opportune failure, success at a cost, the Obligation/Duty mechanics, the way they do gear - it's damn good!
Great video, I love looking at our game systems and mechanics and seeing what I can add to the games my group is already playing. Numenera to me will always be something that looks really good on paper but it didn't really play how it was pitched. We played Numenera for a few months and there is a lot of really cool features and innovations they add (LOVE character creation and the variation it brings) but ultimately when the players got familiar with the system it got too metagamey. Having to spend abilities on the same pools as your health essentially comes from always rubbed the players the wrong way. An example I would hear from players was "why would I spend 3 points of my speed pool to try to dodge 4 points of might damage because if I fail I am in a much worse position" If I could figure out how to add the character creation system into a more traditional format, that would be a huge win to me.
I was wondering if it might work better if you had a 4th pool called 'health' or something and have that pool take damage instead (except in rare situations where other pools might be targeted instead). That way you are never directly spending your health to use abilities and there will never be a weird situation where attempting to dodge and failing leaves you actually worse off than not trying to dodge at all. Also if you have the Health pool be quite small, it could create a pretty hardcore game
Excellent video. I love to read and think through rpg systems as well. Reading and enjoying others systems is a big part of the hobby (and can be done without any other players: it is rpg-ing for one).
The value in narrative dice is that the D6 represents luck, the d8 attributes, and the D12 is skill. On the flip side the D6 is bad luck, the D8 is difficulty, and the D12 is a technical difficulty. When you succeed with luck that effects the story, as well as with an attribute or a skill. When you add threat and advantage, triumph and despair it effects the story. Just looking for success or. Failure means it's easier to just roll one dice and look for a target number
Love the video! I run a super homebrew campaign over on my channel, and we've owed a lot to your channel over the years. The thing the party enjoyed the most has been the d4 "suspense dice" and 3D terrain for combat! Keep it up!
What makes the dice interesting is to say - you succeeded with a despair. The magic missile hits the green slime and does 4 damage but this causes it split in half and now there are two..
Cool video, one of my favorite for sure. I really liked the DIY part about the narrative dice instead of talking about the genesys system itself, smart move. ^^
I can see the Genesys influence in the pool. One thing I like about Gensys is expressing difficult in number of dice, 1-4. On your DIY dice, looks like you could just take different colored d6's, with "Successes" being counted on 4-6 (which is a really simple, really cool way to port Genesys over to the table [which I've been considering in my home campaign]). One thing missing is Advantage/Threat and Triumph/Despair, but that could be done with an additional die. At the risk of carrying on with this, I put together a system that uses Genesys Dice in a similar manner, but utilizes Advantage/Threat as "Maneuver Points" which can be accrued during Encounters, then spent on a chart similar to that presented in Fantasy Age (FAGE). The idea is that, the longer the Encounter goes on, the more tactical information you bring in. If you stockpile enough MP's, you can deliver all sorts of additional moves--faster reload, more damage, grant a Boost to a companion, and so on. I'm re-thinking the system now, using the color-code idea you have here, because your idea is much simpler to enact and interpret. Plus, d6's! Cheap and plentiful. So, long story short, thanks for the inspiration! I'm one of those "lumpyheads" who cobbles stuff from multiple systems. Downside=things can get too complicated. Stuff like this is extremely helpful. Thanks, and thanks, and thanks again, man.
Thanks man, fun method. Even though I am a huge fan of D&D, one of the things I am not a fan of is the linear feel of D20 results...I think something like this might be better. It also reminds me a little of the system I am working on ;)
It reminds me a little of games like Descent with the attack / block dice. Although I appreciate the narrative aspect of it being a full RPG mechanic makes it interesting.
i realy like descent and star wars empire assault dice system, and I included these in my GMing . This is paired with a 2d6 rolls system with stackable advantages and disadvantages. quite fun and a lot of variation in rolls between characters profiles
Great video, Hank, you touched on some of my favourite topics in RPG design. I did want to point out though - Dungeon World, and, in fact, most Powered by the Apocalypse games, have no GM rolling at all, just the players roll, so this isn't so much an innovation in Numenera. This being said, it is an awesome system and setting.
I love you. I've been in a rut, looking all over for ideas. It was always the same generic stuff. I found your video. Holy crap. The system you've talked about is JUST WHAT I'VE BEEN LOOKING FOR. Good vid btw. You're very entertaining. Cheers. Necroed, sorry. Lol
Numenera definitely has a cup full of bomb-diggity between the covers. The world is effing brilliant, but it is Monte Cook. Hehe. My local group wasn’t feeling a game of Numenera at first, so I had their Warpshell drop into the Numenera verse for a one-shot. Gave some of the cyphers a quick ICRPG wash for loot and let them Hero it up for a few adventures. Numenera is now part of the lineup. 🤘 Great vid, HF. 👍
Numenera has another interesting mechanic, Intrusions, basically the DM says "suddenly X bad happens" the player can say "Okay cool" and he and another player get XP or he can say "No Way Jose" and you automatically pass challenge (but you don't get XP. and your friends hate U). It's interesting mostly because of the XP system the game has, where 1 XP is allways worth the same, and you can spend XP to get some short/mid term benefits rather than "leveling up". But maybe it can be tweaked for games that don't have XP or in games where you need a lot of XP to level up, like for example maybe you and another player get a free healing, or you get a spell slot back, or you can use an item again, etc. My main problem with "different die mechanics" is that it can slow down the game, if you have combats with lots of attacks and checks you maybe don't want to make every die throw into a quiz.
Yes, you have to expend 1 XP to refuse, and you can't refuse if you don't have XP left. But usually, the GM would use intrusions against either a PC that is kinda safe or when a player does something rather dumb and you up the scale. You can also trigger intrusion (I think when you roll a 1) that don't grant XP, but those are more tied to how some monsters have special attack that are usually rather nasty.
Great stuff. I totally feel the same about exploring other game systems and unique mechanices. To that end, I would recommend the following; The One Ring by Cubicle 7 and Alternity by TSR (not the new version they're working on, the one from 1999). Very interesting mechanics in both. Oh, bonus recommendation, Underground by Mayfair Games from the 90's. Check them out for some very interesting mechanics.
The Genesys type of rolling is similar to Shadowrun with d6's. You compare the amount of 5's and 6's you and the GM roll, or "hits," from a varying dice pool depending on different factors (similar to the example of Environment dice, high ground and such.)
Thanks for explaining how narrative dice work, Hankerin! I'll be borrowing on your DIY narrative dice idea. Got some blank colored dice from Amazon, along with a simple electric engraver and some paint markers. I'm going to have fun making my own custom set of dice!
I'm the exact same. This man has some serious chops and he's just sharing it with the world. The only thing that was stopping me from subbing was that I wanted to watch the video first! 👍
The take away from this is that you can take a single minature micro tactical strategy game like (any version of) a d20 game and add some roleplaying or creative outcome aspects to it. This sounds how D&D originally evolved out of miniature army games (akin to Warhammer). Unfortunetly that evolution stalled in 1974 with D&D and the idea of actual dynamic roleplaying was picked up by other games that now treat roleplaying and dynamic storytelling as being of equal import to the otherwise eternal grind of combat. If you have to hack a system to make it dynamic, maybe the system simply needs to be replaced instead of adding one more level of complexity to an already needlessly complex system that's really only designed to tactically push your one minature across a battlemat. The beauty of Genesys, Numenera, etc is that they are trying to teach roleplaying to those who have the misfortune of only knowning tactical dice chucking by using a system that is designed from the ground to prevent an amazing adventure from being almost ground to a halt due to endless math and character sheet micromanagment. If your an accountant, endless math might be fun but for true heroes, not so much.
Still like a dice pool of d6’s, players might have for example a 4 in a weapon skill, so usually average challenge is hits on 4,5 or 6, add advantage can be done adding another d6 to roll, or change challenge difficulty to 3 or higher for easy or 5 or higher for hard. Also we roll a different coloured damage die at the same time, no need for a separate roll. Also you can count the hits (or success on non-combat tests), so if you roll 3 hits, at a glance you can see not only that you hit, but how successful you hit. Add the success level to the damage dice rolled.
I'm not interested in the narrative dice mechanic but I love the Numanera mechanic. The players fate is never in the GM's dice but THEIR OWN. Combined with fixed damage I could see this being a fast and exciting system. 😎
I would love to see a full blown example of how to use your DIY Narrative Dice with either Index Card RPG or D&D 5E or as it's own standalone game system. I was able to whip up some stuff with the knowledge of End of the World and the NDS from Genesys then using some other elements from Cypher and a bunch of other stuff.
@Runehammer: It would be really cool to have a video about almost all the dice systems used across all the rpg books. Not an easy task but for us, DIY rpg crasy person ;), it could be very useful to have kind of a summery or a global view of what system to use for our homebrew rpgs projects.
After playing the Star Wars system with narrative dice, I have been thinking how to integrate them into D&D but still keep it D&D for the D&D 5e crowd of players.
I finally bought a starter set, and found Numenera to be way less burdened by "game language" as Dungeon World is. Because of the"game-ee-ness" if the system and terms in DW, for me its chief value is as a "how to DM training guide" and a strong reminder to consider gradations of success beyond simple pass fail.
Also ordering the 2e of ICR love that system & your vids Only discovers ICR as a fellow tipped me off on my FB RPG group. Its about pen& paper covers lots of subjects surrounding the hobby. Your inspiring, enthusiastic & come across well on camera keep up the good work.
How is a stat pool different than the old dice pool games? Guess now the dice pool is more categorized? I like the idea of player only rolling as it gives my players more agency. But how do you handle things like discovering secret doors where the DM needs to roll in order to prevent meta-gaming and keep building suspense? Love hearing about this kind of stuff! Thanks for the great video.
I think these exact questions are what intrigue players of these systems... and Genesys provides lots of interesting answers... IF you can get past the mild cognitive fizzle
Interesting concept - overall, I like what you're puttin' down and it does seem like a good option for those who want to add a bit more narrative to their D&D 5e game. I do have to say, however, that Genesys/Star Wars FFG (they are the same narrative dice system) isn't really that complicated and the GM doesn't roll against the PC. There is definitely a learning curve as you would expect in using something completely new to you, but it's not terribly difficult to pick up and there are some decent dice rollers out there that will interpret the results for you while allowing you to see how it arrived at the interpretation, which is helpful to learning. Additionally on the dice themselves, I've heard a lot of people complain about the proprietary nature & the price, but there are 14 dice in a set and so far, I haven't paid more than $15.00 a set - I don't really think it's all that expensive and with this particular game each player doesn't need their own personal set, 2-3 sets is enough for your entire table. But I digress... The PC & GM dice are different colors for a reason - the player rolls them all together. The PC describes what they wish to do and the GM determines the difficulty and any setbacks or challenges that apply and the PC includes them in the roll right along with the dice representing their skill, advantages and boots. So you might have a rank (advantage or edge) in acrobatics and you're rolling to see if you can jump onto the roof of a moving car. Your skill in acrobatics is 2 green and a yellow, the GM decides the difficulty is hard - so you add 3 purple dice to your pool, the terrain the moving car is on, however is rough, so he calls for a setback so you add a black die to your pool, you have an expert pilot flying the helicopter you're jumping from, however so the GM agrees you should also have a boost die, now you have a blue die in your pool as well. You roll all of them. You interpret the roll from there failures cancelling out successes, advantages cancelling out threats, etc. and see what you're left with. From what I've heard about in-person games with this system, you end up with the whole table really getting into each roll and helping with the interpretation too - which adds to the fun. Even with the online games I've played, the whole group can really get into helping with how to include the advantages, triumphs and even threats. Sorry for the wall of text, man, keep the good stuff coming! - Chris
Yeah, I just wish the Fantasy Flight dice used simpler, more intuitive symbols. Like a +1, +2, and a symbol, like a circle or star, that can be empty or contain a +1, and the negative dice can have the blanks and - 1s and - 2s, as well as a negative symbols like a spikey explosion shape or a skull, which sometimes comes with a - 1 in the middle. Simpler to add up, because you just add up the number of minus an pluses, and then add up the circles vs explosions, or stars vs skulls, and voi-la, no need to learn the difference between, the symbol for +1 to the side-effect being positive, and the symbol for the one that is +1 for the attempted action and +1 for the side-effect being positive. (
@@Tiyev I find, with just a few sessions, you start to really get the hang of the symbols. A lot of dice rolls, such as the one used in Roll20, figure the outcome for you automatically if you need it for players who are new to the system too.
Didn't played Genesys but played FFG Star Wars and Warhammer 3e, which is essentially the same mechanics and I gotta say it works a charm. For starters, it's REALLY fun to build up your pool and throw a handfull of dice at once (for the D&D hardened, each roll feels the same as when you cast a lvl 10 fireball :P). The non-binary results is so great. Can succeed with an added advantage, can crit, can succeed with disadvantage, can succeed with a crit fail, can fail with a boon, fail with a disadvantage, so many possibilities. The only thing that I didn't like is you never know at a glance what is the result of your check. You throw a bunch of dice and then wonder and move dice around for 15-30 sec before you actually evaluate what's the result of the check. Numenera, the setting is freaking awesome but wasn't a big fan of the system though. Like, I dislike that the DC is on a 1-5 scale and then you need to multiply by 3 to get to a D20 scale... Just gimme the damn d20 DC already :P
To me, die mechanics should be like the meter and rhyme scheme of a poem. They are instrumental in setting tone and feel but should ultimately work subtlety from behind the curtain and not be the focus of game play.
I still play 3.5e. Im DIE-HARD 3.5e LoL I like the 4e and 5e books but I only incorporate the new info and rules, ect into my 3.5e world. I dont use the 5e classes myself but I allow players to use any edition classes they want. But I stick to 3.5e rules for running the game. I incorporate new stuff like Reputation, Action Points, Skills, Feats, I consider Talents as Feats but they must be picked in their tree order still. Stuff like that. I LOVE D&D ;-) Been playing since 2nd edition, for over 25 years now.
I don't have time to go into details, but if you find these innovative you should also check out how the various #Gumshoe games (regarding attribute pools) and #DontRestYourHead (regarding narrative dice) do things.
I think my biggest gripe with narrative dice is the naming, I don't feel like they actually doing any narrative work, I would call the them descriptive dice, since that is what they do.
I'm not sure if it's meant to be played this way, but I've always had players roll "all dice" when playing Genesys/Star Wars RPG. So this way, the GM/DM doesn't ever roll against the player. That way they can just calculate the roll results as well. and if the result is negative, then the GM gets to explain how the Fails/Threats play out.
I super simplified icrpg to play with my niece and nephew. I gave three stats guts, smarts, and spirit. They ranked them high to low (+1 to +3). The standard target DC was 5 use a 1d6 plus relevant stat. No damage roll just a 1 or 2. Creatures had rolls with bonus between +0 and +3, and couple of wound points. They typically dealt 1 damage, but might have two attacks.
My nephew told his dad when he asked why he didn't go into an area, "There might be a monster." The dad said, "Well go kill it." My nephew said, "It is not about killing monsters. It is about making good choices." He is seven...
Hah I did similar: Might, Magic, Mind, choose best and worst. I wanted to introduce alternative dice so the system always succeeded on 5+ but you used D6, D8, D12 for easy/normal/hard checks. D4 for damage but initially the system used flat damage as well.
Right on! Your niece & nephew are learning valuable life lessons from your game! As a DM, I love confusing players by making encounters that they cannot win by killing the monsters. The way you do it is you make an objective (like get up this cliff, plug that hole, pull that lever) and then the monsters are just there as an obstacle to accomplishing the goal -- the monsters are like Hankerin's "Timers" (i.e., get outta here before they get us) and are not really a "Threat" unless the players do something stupid and engage them. The trick for the players is to recognize that, while killing the monsters would make it easier for them to succeed, they can obtain their objective even if they ignore them or get away from them -- and it would be far less costly to do so. If you make the engaging the monsters deadly, they will soon learn how to solve problems the smart way. (It's almost like the lesson of the Vietnam War when they tried to measure success by number of kill instead of a smarter metric such as the weight of political goals attained.)
my friends youngest son played his first game about the same age. Played a barbarian that ran through the goblins bunk room shouting "go back to bed!" classic intimidation check with a real realisation of class structure in the family!
Friggin amazing. I love this hobby.
🥳🫂👍🏿
Thank you for sharing - I’m on a quest to collect every house rule on UA-cam and beyond - this isn’t the first of your videos I’ve added to the playlist, but it’s the first I’ve stumbled upon in quite some time - looking forward to finding more ❤️
re: Narrative Dice Demonstration -- That is really interesting. I see your point about the dice: The dice that succeed don't just provide a +1 towards the total, but they also tell you how, why, that point was provided, based on the color. That IS really interesting.
Hank is a Charismatic(adjective) Rune Master(Noun) that plays D&D like a big ol' badass. (verbs)
I see what ya did there
17:12 I love how after you do a bunch of onomatopoeia and pretend to chop someone's head off or something you have this moment where you sorta stare off into space like "wait, what was I doing?" before continuing on with your explanation. It really shows how much you love this stuff. You're just fully committed to the scene for a moment, and it takes you a sec to return to reality.
Like the ideas! It seems to me that you could have matched all the colours of the dice for the first system better. Damage dice for both GM and PC are red, so the other colours could be paired in the same way: the basic dice as white, and the green for both sides being advantage from circumstance/environment (or blue, in case of the red/green colour blind).
Ok, I'm shocked. What might be a fine Runequest lad like yerself doing here with us the filthy d20, DIY lumpy heads?... perhaps you ARE one of us? One more for the shield wall?!
Jk, awesome to see you here checking out hank's stuff. I really liked what little RPG content you threw at us, and having you around one of my favourite RPG channels makes me fanboy like an american with a .45 pistol
Cheers!
Hello Lindy!
Anything Lindybeige groks is good with me! Seriously though, this video is full of great ideas. My GURPS game already includes elements of Fate, Numenera and even Firefly, so I’m going to be giving this one some serious consideration... Thanks for the inspiration, as always!
Lindybeige! I am a fan
Hey Lindy!
I love the psychological shift in player-only rolling. It seems to me this invests greater agency in the players, and removing a sense that things are happening to them. It also means that it is always some player's turn!
It's cool, but as DM I consider myself a player. I want to roll too! It's fun!
No doubt about that. I suppose it makes for an interesting shift in the role (there's a pun I didn't intend) DM, going from something more like a player, with attempts at success, to the authority of a universe, only able to be thwarted by the players.
@@Runehammer1 Actually, this has got me thinking about combining some of these ideas. Like maybe the mooks and minions have flat attack scores and maybe just a simple die roll for damage if they hit, or flat damage as well, but tougher creatures might get to roll for their attacks, or just their damage. Maybe it can be even more layered, and boss creatures roll exactly like characters rolling attack rolls and damage. So even how much the GM is rolling, signals how big of a deal a creature is, with mooks being flat scores for attacks and damage, tougher creatures having damage rolls but flat attacks rolls, or vice versa, and full on bosses have normal rolls.
you have changed my life. before I saw this video I have not heard the term "diy" roleplaying. I've been buying game systems and tinkering with them for a long time but never finding something I completely LOVED. but tonight, after watching this video, I will be reviewing all the games I own and combining the best parts of each to create a game that is really truly MINE 💜 I am bugging out to my partner rn, I wish I could like this video multiple time. I just want to let you know how much of a difference you've made to me, thank you thank you thank you 🤘
Dope video. I appreciate your unbridled enthusiasm for exploring different systems. Your ability to hype up and talk about what makes different systems really sing is why I ended up getting into both Dungeon World and Blades in the Dark. I'll definitely have to check these out.
I love game mechanics! I love just reading rule books and settings. I don't even plan on playing some of the games I have bought. Maybe I am a wierdo! So I bring this up because I thought I was the only person that thought like that! Keep making great videos, and keep thinking!
Another clever RPG system you might find interesting is Maschein Zeit, an indie sci-fi/horror themed game. Like Numenera, it has consumable stat pools, but where it innovates is that it reframes action resolution away from "Did you roll high enough to succeed?" to "How badly do you want this to happen?" The player decides a combination of attributes/skills (called "Elements") and adds them together to form a percentile chance which they roll against on a d100. Alongside this are "Personal Elements," or character details represented by a rating of 0 to 25. Each time a player does something requiring a role, they must choose one Universal Element (equivalent to attributes in D&D) and one Personal Element, plus any optional, consumable "Dramatic Elements" to calculate the difficulty number they roll against.
In other words, it forces players to roleplay each time they have to roll, keeping their actions rooted in their character's unique motivations and characteristics.
Just got into Genesys. I really love it. Thanks for another great and thoughtful video.
Love the idea, definitely going to steal it. The idea that the dice account for different factors and thereby drive The narrative as well as the outcome is genius.
Hell yeah man, I'm knees deep in Genesys and I love it.
This is reeeeealy cool. I'll be coming back to post the system I developed for my TTRPG. It's based of Vampire 5e and just uses d6 for EVERYTHING! From flying to trying to charm a person.
I agree with the FFG narrative dice mechanics: I find the advantage, triumph, despair and threat rolls aid so greatly in describing the outcomes of actions and the unintended consequences of those actions.
Yeah, though I do wish the there was just one symbol for Triumph and Advantage, with the Triumph(?) having a +1 inside it, and the same thing with threat and despair. Maybe a star or circle for good, and a skull or something jagged, for the bad. And possibly also maybe 1s and 2s with pluses or minuses, would also be easier for new players.
On the one hand I love discovering new game mechanic. On the other it stings a little when a popular game has already come up with something you just spent days inventing
Reminds a lot of some of our home brewed Heroquest/Shadowrun back in the day. Kinda reminds me of the fumble/success rule I really loved from Shadowrun (You could still fumble while succeeding if half your dice pool was 1's but you still scored enough hits to pass eg: you jump the hurdle BUT you clip it with your foot and knock it over slowing you down slightly etc)
As always, another awesome video, Hank.
I am currently playing DMing FFG's Star Wars and I really enjoy narrative dice. Applying difficulty to a roll as a DM is really intuitive and the little details of the action consequences that you can read from the roll give a lot of joy for both DM and players.
Another element of Genesys system that me and my player really appreciate and enjoy during play is Story Points (Destiny Points). It is simple little resource that allows both Players (it is a group resource for Players) and DM to modify the roll (Player can make his/hers roll easier and GM can make the roll harder for PC or DM), DM and PCs can spend them to add new elements to the plot, but the REAL magic of this mechanic is that it brings great interaction between DM and PCs (as a group) as once the point is used by PC it goes to DM's pool and it goes back to PCs once it is used by DM. I works really great during play. And brings a little "manage your risk" element to the game :)
Absolutely, I am endeavoring to create my 5th homemade games
Just ordered some blank d6s, 2 each in 7 different colours. Time to experiment!
I'm starting to learn Star Wars and the dice system is very cool and fresh for me
And I'm running a Fallout game with Cypher System...I have never played a game that runs so fast...like this system a lot
I like segmenting AC into different bonuses (eg. Dodge/Armour/Shield/Cover).
So if an attack would've hit you if not for your shield, then you blocked it with your shield, etc.
Purely narrative effect, but I find it helps you feel your equipment making the difference. :)
(If you play systems with touch/flat-footed AC, you could use those to say whether an attack was dodged or blocked by armour)
Yeah , I get it, when I read the cypher system it took me a whole day to get it, but when I finally got it, I loved the system.
just found this channel because i want to build in narrativ3 dice into my d&d game.
i think i found the right crazy bugger who has the same kind of experimental mind should watch some more of your stuff
NDS I think has some of the best mechanics out there. Opportune failure, success at a cost, the Obligation/Duty mechanics, the way they do gear - it's damn good!
NDS?
Narrative Dice System - the system that's used in Genesys, and in Fantasy Flight's Star Wars.
Great video, I love looking at our game systems and mechanics and seeing what I can add to the games my group is already playing.
Numenera to me will always be something that looks really good on paper but it didn't really play how it was pitched. We played Numenera for a few months and there is a lot of really cool features and innovations they add (LOVE character creation and the variation it brings) but ultimately when the players got familiar with the system it got too metagamey. Having to spend abilities on the same pools as your health essentially comes from always rubbed the players the wrong way. An example I would hear from players was "why would I spend 3 points of my speed pool to try to dodge 4 points of might damage because if I fail I am in a much worse position"
If I could figure out how to add the character creation system into a more traditional format, that would be a huge win to me.
I was wondering if it might work better if you had a 4th pool called 'health' or something and have that pool take damage instead (except in rare situations where other pools might be targeted instead). That way you are never directly spending your health to use abilities and there will never be a weird situation where attempting to dodge and failing leaves you actually worse off than not trying to dodge at all. Also if you have the Health pool be quite small, it could create a pretty hardcore game
This is awesome! Thank you, this is right up my alley of fun game play ideas.
Excellent video. I love to read and think through rpg systems as well. Reading and enjoying others systems is a big part of the hobby (and can be done without any other players: it is rpg-ing for one).
Videos like this! Thanks for all the inspiring insight you provide! It is truly enriching. Every single video on this channel is gold
thank you! Please help spread the word!
Love your videos man, thanks for all the wisdom. May it remains for the ages
The value in narrative dice is that the D6 represents luck, the d8 attributes, and the D12 is skill. On the flip side the D6 is bad luck, the D8 is difficulty, and the D12 is a technical difficulty.
When you succeed with luck that effects the story, as well as with an attribute or a skill.
When you add threat and advantage, triumph and despair it effects the story.
Just looking for success or. Failure means it's easier to just roll one dice and look for a target number
Incredibly inspiring. Gonna GM tommorrow and I've got to implement this! HUZAR!!
Love the video! I run a super homebrew campaign over on my channel, and we've owed a lot to your channel over the years. The thing the party enjoyed the most has been the d4 "suspense dice" and 3D terrain for combat! Keep it up!
What makes the dice interesting is to say - you succeeded with a despair. The magic missile hits the green slime and does 4 damage but this causes it split in half and now there are two..
Great video - Numenara has been on my wishlist for a while but I think you've nudged me just enough to finally get it.
Cool video, one of my favorite for sure. I really liked the DIY part about the narrative dice instead of talking about the genesys system itself, smart move. ^^
I can see the Genesys influence in the pool. One thing I like about Gensys is expressing difficult in number of dice, 1-4. On your DIY dice, looks like you could just take different colored d6's, with "Successes" being counted on 4-6 (which is a really simple, really cool way to port Genesys over to the table [which I've been considering in my home campaign]). One thing missing is Advantage/Threat and Triumph/Despair, but that could be done with an additional die. At the risk of carrying on with this, I put together a system that uses Genesys Dice in a similar manner, but utilizes Advantage/Threat as "Maneuver Points" which can be accrued during Encounters, then spent on a chart similar to that presented in Fantasy Age (FAGE). The idea is that, the longer the Encounter goes on, the more tactical information you bring in. If you stockpile enough MP's, you can deliver all sorts of additional moves--faster reload, more damage, grant a Boost to a companion, and so on. I'm re-thinking the system now, using the color-code idea you have here, because your idea is much simpler to enact and interpret. Plus, d6's! Cheap and plentiful. So, long story short, thanks for the inspiration! I'm one of those "lumpyheads" who cobbles stuff from multiple systems. Downside=things can get too complicated. Stuff like this is extremely helpful. Thanks, and thanks, and thanks again, man.
Love this even more on my third rewatch
Thanks man, fun method. Even though I am a huge fan of D&D, one of the things I am not a fan of is the linear feel of D20 results...I think something like this might be better. It also reminds me a little of the system I am working on ;)
That Roll at 18:38 was amazers. Hank, you rock.
It reminds me a little of games like Descent with the attack / block dice. Although I appreciate the narrative aspect of it being a full RPG mechanic makes it interesting.
This video is great! I love how you collect mechanics and alter them to fit your DM style. These are interesting mechanics too!
i realy like descent and star wars empire assault dice system, and I included these in my GMing . This is paired with a 2d6 rolls system with stackable advantages and disadvantages. quite fun and a lot of variation in rolls between characters profiles
Bro. Just found your channel. Watched the video. Had my mind blown. Subscribed. Respect. Keep going. You RULE!
Great video, Hank, you touched on some of my favourite topics in RPG design.
I did want to point out though - Dungeon World, and, in fact, most Powered by the Apocalypse games, have no GM rolling at all, just the players roll, so this isn't so much an innovation in Numenera. This being said, it is an awesome system and setting.
this can solve my "boring feel" on cypher solo combat :D
THAAAAAAAAAAAAAAAAAANK YOU i'll try this
I love the narrative dice system that Fantasy Flight did for their Star Wars line which is the same as Genesys.
I love you. I've been in a rut, looking all over for ideas. It was always the same generic stuff. I found your video. Holy crap. The system you've talked about is JUST WHAT I'VE BEEN LOOKING FOR. Good vid btw. You're very entertaining. Cheers.
Necroed, sorry. Lol
Numenera definitely has a cup full of bomb-diggity between the covers. The world is effing brilliant, but it is Monte Cook. Hehe. My local group wasn’t feeling a game of Numenera at first, so I had their Warpshell drop into the Numenera verse for a one-shot. Gave some of the cyphers a quick ICRPG wash for loot and let them Hero it up for a few adventures. Numenera is now part of the lineup. 🤘
Great vid, HF. 👍
Great video, nice work explaining the new mechanics.
Numenera has another interesting mechanic, Intrusions, basically the DM says "suddenly X bad happens" the player can say "Okay cool" and he and another player get XP or he can say "No Way Jose" and you automatically pass challenge (but you don't get XP. and your friends hate U). It's interesting mostly because of the XP system the game has, where 1 XP is allways worth the same, and you can spend XP to get some short/mid term benefits rather than "leveling up".
But maybe it can be tweaked for games that don't have XP or in games where you need a lot of XP to level up, like for example maybe you and another player get a free healing, or you get a spell slot back, or you can use an item again, etc.
My main problem with "different die mechanics" is that it can slow down the game, if you have combats with lots of attacks and checks you maybe don't want to make every die throw into a quiz.
But don't you _lose_ an XP for refusing an Intrusion?
Yes, you have to expend 1 XP to refuse, and you can't refuse if you don't have XP left. But usually, the GM would use intrusions against either a PC that is kinda safe or when a player does something rather dumb and you up the scale. You can also trigger intrusion (I think when you roll a 1) that don't grant XP, but those are more tied to how some monsters have special attack that are usually rather nasty.
Hankerin', your show is part of my balance when current events cloud the positive perspective! Well done video once again.
Great stuff. I totally feel the same about exploring other game systems and unique mechanices. To that end, I would recommend the following; The One Ring by Cubicle 7 and Alternity by TSR (not the new version they're working on, the one from 1999). Very interesting mechanics in both. Oh, bonus recommendation, Underground by Mayfair Games from the 90's. Check them out for some very interesting mechanics.
Thanks for a great video, introducing me to Numenera. Sounds like an awesome system that I'm eager to try.
I can't upvote this video enough. It's so great!
The Genesys type of rolling is similar to Shadowrun with d6's. You compare the amount of 5's and 6's you and the GM roll, or "hits," from a varying dice pool depending on different factors (similar to the example of Environment dice, high ground and such.)
Yes, but Shadowrun's dice don't help inspire the narrative, as they only represent raw capability.
Runehammer's DIY may be similar to Shadowrun, but Shadowrun and Genesys dice mechanics have almost nothing in common.
Anon Adderlan I'm talking about the mechanical use of the die system, not what the dice in the system represent.
Thanks for explaining how narrative dice work, Hankerin! I'll be borrowing on your DIY narrative dice idea. Got some blank colored dice from Amazon, along with a simple electric engraver and some paint markers. I'm going to have fun making my own custom set of dice!
dude i couldn't click out. this is a straight up humble ass sub. keep creating man im digging the culture
I'm the exact same. This man has some serious chops and he's just sharing it with the world. The only thing that was stopping me from subbing was that I wanted to watch the video first! 👍
Players roll all the dice in Symbaroum too. Intriguing mechanic.
LOL, I kinda want a tattoo that says "Keep it Real, Don't Steal, and You'll Always Get a Deal!"
Brao. The Numenera système is the only système i can play now. So easy on the Dm
The take away from this is that you can take a single minature micro tactical strategy game like (any version of) a d20 game and add some roleplaying or creative outcome aspects to it. This sounds how D&D originally evolved out of miniature army games (akin to Warhammer). Unfortunetly that evolution stalled in 1974 with D&D and the idea of actual dynamic roleplaying was picked up by other games that now treat roleplaying and dynamic storytelling as being of equal import to the otherwise eternal grind of combat. If you have to hack a system to make it dynamic, maybe the system simply needs to be replaced instead of adding one more level of complexity to an already needlessly complex system that's really only designed to tactically push your one minature across a battlemat.
The beauty of Genesys, Numenera, etc is that they are trying to teach roleplaying to those who have the misfortune of only knowning tactical dice chucking by using a system that is designed from the ground to prevent an amazing adventure from being almost ground to a halt due to endless math and character sheet micromanagment. If your an accountant, endless math might be fun but for true heroes, not so much.
Still like a dice pool of d6’s, players might have for example a 4 in a weapon skill, so usually average challenge is hits on 4,5 or 6, add advantage can be done adding another d6 to roll, or change challenge difficulty to 3 or higher for easy or 5 or higher for hard. Also we roll a different coloured damage die at the same time, no need for a separate roll.
Also you can count the hits (or success on non-combat tests), so if you roll 3 hits, at a glance you can see not only that you hit, but how successful you hit. Add the success level to the damage dice rolled.
I'm not interested in the narrative dice mechanic but I love the Numanera mechanic. The players fate is never in the GM's dice but THEIR OWN. Combined with fixed damage I could see this being a fast and exciting system. 😎
I would love to see a full blown example of how to use your DIY Narrative Dice with either Index Card RPG or D&D 5E or as it's own standalone game system. I was able to whip up some stuff with the knowledge of End of the World and the NDS from Genesys then using some other elements from Cypher and a bunch of other stuff.
Fate Core has a similar narrative flow. Dice rolls are always opposed. It can make for long combats sometimes.
Awesome. I have so many ideas. I love this channel.
Just found you! Great video! I love outfitting and adding extra techniques to my out of the book rpg. Subscribed
@Runehammer: It would be really cool to have a video about almost all the dice systems used across all the rpg books. Not an easy task but for us, DIY rpg crasy person ;), it could be very useful to have kind of a summery or a global view of what system to use for our homebrew rpgs projects.
dear lord lol
This is the video I've been waiting for. Best Drunks n Drags in a while!!
Good stuff Hank, I look forward to more videos driving into innovative mechanics and your silly hijinks!
Hank is kinda like a cool version of Phil Dunphy from modern families
After playing the Star Wars system with narrative dice, I have been thinking how to integrate them into D&D but still keep it D&D for the D&D 5e crowd of players.
gonna give this a go. Thanks Hank! Nice hair by the way. Im gonna shed my winter coat this weekend myself😁
I finally bought a starter set, and found Numenera to be way less burdened by "game language" as Dungeon World is. Because of the"game-ee-ness" if the system and terms in DW, for me its chief value is as a "how to DM training guide" and a strong reminder to consider gradations of success beyond simple pass fail.
Narrative dice are cool & loving this vid
I've been tinkering FFG's dice & come up with my own D6 methods
Running WEG Star Wars with it soon
Also ordering the 2e of ICR love that system & your vids
Only discovers ICR as a fellow tipped me off on my FB RPG group.
Its about pen& paper covers lots of subjects surrounding the hobby.
Your inspiring, enthusiastic & come across well on camera keep up the good work.
Very large badass reporting in...
How is a stat pool different than the old dice pool games? Guess now the dice pool is more categorized?
I like the idea of player only rolling as it gives my players more agency. But how do you handle things like discovering secret doors where the DM needs to roll in order to prevent meta-gaming and keep building suspense?
Love hearing about this kind of stuff! Thanks for the great video.
I think these exact questions are what intrigue players of these systems... and Genesys provides lots of interesting answers... IF you can get past the mild cognitive fizzle
New name. Same style. Still a little on the other side of "Just a little bit nuts."
This is going to be a great episode.
Great video!
So much ideas!
As Always, world class theory. But that's a hell of a shirt!!!
Interesting concept - overall, I like what you're puttin' down and it does seem like a good option for those who want to add a bit more narrative to their D&D 5e game. I do have to say, however, that Genesys/Star Wars FFG (they are the same narrative dice system) isn't really that complicated and the GM doesn't roll against the PC. There is definitely a learning curve as you would expect in using something completely new to you, but it's not terribly difficult to pick up and there are some decent dice rollers out there that will interpret the results for you while allowing you to see how it arrived at the interpretation, which is helpful to learning.
Additionally on the dice themselves, I've heard a lot of people complain about the proprietary nature & the price, but there are 14 dice in a set and so far, I haven't paid more than $15.00 a set - I don't really think it's all that expensive and with this particular game each player doesn't need their own personal set, 2-3 sets is enough for your entire table.
But I digress... The PC & GM dice are different colors for a reason - the player rolls them all together. The PC describes what they wish to do and the GM determines the difficulty and any setbacks or challenges that apply and the PC includes them in the roll right along with the dice representing their skill, advantages and boots. So you might have a rank (advantage or edge) in acrobatics and you're rolling to see if you can jump onto the roof of a moving car. Your skill in acrobatics is 2 green and a yellow, the GM decides the difficulty is hard - so you add 3 purple dice to your pool, the terrain the moving car is on, however is rough, so he calls for a setback so you add a black die to your pool, you have an expert pilot flying the helicopter you're jumping from, however so the GM agrees you should also have a boost die, now you have a blue die in your pool as well. You roll all of them. You interpret the roll from there failures cancelling out successes, advantages cancelling out threats, etc. and see what you're left with. From what I've heard about in-person games with this system, you end up with the whole table really getting into each roll and helping with the interpretation too - which adds to the fun. Even with the online games I've played, the whole group can really get into helping with how to include the advantages, triumphs and even threats.
Sorry for the wall of text, man, keep the good stuff coming! - Chris
Yeah, I just wish the Fantasy Flight dice used simpler, more intuitive symbols. Like a +1, +2, and a symbol, like a circle or star, that can be empty or contain a +1, and the negative dice can have the blanks and - 1s and - 2s, as well as a negative symbols like a spikey explosion shape or a skull, which sometimes comes with a - 1 in the middle. Simpler to add up, because you just add up the number of minus an pluses, and then add up the circles vs explosions, or stars vs skulls, and voi-la, no need to learn the difference between, the symbol for +1 to the side-effect being positive, and the symbol for the one that is +1 for the attempted action and +1 for the side-effect being positive. (
@@Tiyev I find, with just a few sessions, you start to really get the hang of the symbols. A lot of dice rolls, such as the one used in Roll20, figure the outcome for you automatically if you need it for players who are new to the system too.
Thanks Hank!
Didn't played Genesys but played FFG Star Wars and Warhammer 3e, which is essentially the same mechanics and I gotta say it works a charm. For starters, it's REALLY fun to build up your pool and throw a handfull of dice at once (for the D&D hardened, each roll feels the same as when you cast a lvl 10 fireball :P). The non-binary results is so great. Can succeed with an added advantage, can crit, can succeed with disadvantage, can succeed with a crit fail, can fail with a boon, fail with a disadvantage, so many possibilities. The only thing that I didn't like is you never know at a glance what is the result of your check. You throw a bunch of dice and then wonder and move dice around for 15-30 sec before you actually evaluate what's the result of the check.
Numenera, the setting is freaking awesome but wasn't a big fan of the system though. Like, I dislike that the DC is on a 1-5 scale and then you need to multiply by 3 to get to a D20 scale... Just gimme the damn d20 DC already :P
Heh, I have the same issue, yet my solution is to just use a d6 😄
@@AnonAdderlan How well does the d6 difficulty rolls work? I'm about to run a game with modified rules including this one.
To me, die mechanics should be like the meter and rhyme scheme of a poem. They are instrumental in setting tone and feel but should ultimately work subtlety from behind the curtain and not be the focus of game play.
I still play 3.5e. Im DIE-HARD 3.5e LoL I like the 4e and 5e books but I only incorporate the new info and rules, ect into my 3.5e world. I dont use the 5e classes myself but I allow players to use any edition classes they want. But I stick to 3.5e rules for running the game. I incorporate new stuff like Reputation, Action Points, Skills, Feats, I consider Talents as Feats but they must be picked in their tree order still. Stuff like that. I LOVE D&D ;-) Been playing since 2nd edition, for over 25 years now.
Very interesting as usual. Thx Hank!
Cool video as always Hank. Keep the vids up. Oh, can you do a video on West Marches style games?
have never been able to get it off the ground...
"Drink beer and make stuff." Hah! an acceptable alternate answer to "What is good in life?"
Lumpyhead here! 😅 I do something similar but with a "FASERIP" type action table.
I don't have time to go into details, but if you find these innovative you should also check out how the various #Gumshoe games (regarding attribute pools) and #DontRestYourHead (regarding narrative dice) do things.
Loved this video
I think my biggest gripe with narrative dice is the naming, I don't feel like they actually doing any narrative work, I would call the them descriptive dice, since that is what they do.
Appreciate the video dude!
Interesting ideas, I wouldn't mind running or playing a game with you. My old group was way to up tight.
I'm not sure if it's meant to be played this way, but I've always had players roll "all dice" when playing Genesys/Star Wars RPG. So this way, the GM/DM doesn't ever roll against the player. That way they can just calculate the roll results as well. and if the result is negative, then the GM gets to explain how the Fails/Threats play out.
This is a great video. I love it.
Entertaining and interesting..... Nice!
Undoubtedly two books to have at home...
Very apocalypse world inspired mechs :) liiike