Ok… let’s start at the beginning-
When I started looking at developing my own rules the first thing I looked at was roll under or roll over. I LOVE the simplicity of The Black Hack and Into the Odd and I got to experience the joy of watching players who normally never grok or care about the rules learning them and having fun!
That was definitely an amazing thing.
On the flip side, I noticed that players either succeeded everything (with just a simple roll under mechanic without modifiers/Target Numbers and high stats the challenge can become minimal) or they had low stats and became frustrated at the constant failure.
Finally- without skills in the game, I’d watch the Wizard with the 16 Wisdom do the tracking and shit while the Ranger with the 10 Wisdom sat and picked their nose. I know that this can happen in roll over/TN based games as well, but it was more pronounced to me here. There have been several hacks, houserules, etc. that have come out in the Into the Odd (ItO) and The Black Hack (TBH) communities to attempt to resolve this- and many of them are damned good.
I’ve been running Death is the New Pink (which uses Into the Odd) and Barbarians of the Ruined Earth (or other Black Hack games) for over a year now, so I’ve gotten to see where issues/etc. for my players come up and what seems fun (mechanically) and what doesn’t.
In the end, I decided to move towards a TN/Roll equal to or over mechanic. 1- I enjoy the fuck out of rolling a 20 and the thrill/dread or rolling a 1.
2- I feel (and this is totally my opinion here) that a game with small range of modifiers has a wider berth for long term play, and as my goal was to attempt to create something I’d want to run for one shots, con play, and long term- this sat right with me.
3- Those modifiers help to facilitate an easy mechanic for skills that help flush out characters to feel interesting/varied.
After that I needed to decided on the whole gambit of modifiers, etc.. but more on that later:) #diy_productions_rules_dev_notes
First post in this series.