Having two resolution mechanics in the same RPG?

As some of you know, I have two tabletop role-playing systems: 52 Fates, which uses playing cards for its mechanics, and Perilous Ventures, which has a more conventional dice-based system.

It’s about that last one, Perilous Ventures, that I’ve been thinking about recently, in terms of its mechanics. The way it works is that, depending on your ancestry, class, and gear, you get a pool of six-sided dice for a certain action. You roll that pool against an opposed dice pool roll (from the Game Master or another player), and each side picks their single top die. Whoever has the highest die, wins the action.

However, I’ve been wondering if this could lead to a lot of ties as the dice pools become higher. The more dice you roll, the higher the chance to roll a 6 as a top die. I love the seamless, math-less approach to mechanics, but it could possibly lead to a lot of rounds with unresolved actions.

That is not necessarily a bad thing, as it could lead to more innovative ideas than just bashing a creature til the end. But for others, it might be frustrating.

Therefore, I thought that maybe, as an option, I could include what was the original mechanics for Perilous Ventures: You get the same dice pools and roll opposed dice, but instead of just picking the top die, you add up the highest three dice, and whoever has the highest roll, wins. This leads to more granular, precise odds, as it goes from 16.66% chunks with the single d6, to 6.25% chunks with the top three dice.

I think this will prevent having multiple occasions where the dice rolls tie, and even though there’s some math involved, it would still be pretty basic math, and simpler than adding a bunch of modifiers to to-hit and damage rolls on most popular (cough D&D) systems.

Do you think having a system with two possible resolution systems is too confusing? Or would it be nice to have the option for Perilous Ventures, and any other future games that uses these mechanics?

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Comments

  1. If you’re going for a toolkit approach, then offer options. If you’re going for a rules book, I’d say do the 3d6 total as three default and offer the top-die as an alternative.

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