Matt Miller:
Uses d10, could likely use d6. Biggest problem I can see is the dicepool problem, where you've got 10 dice, arranging them into sets is time-consuming. Not sure I understand 'Hard Dice'. They act sort of like criticals, making a successful roll even more successful? Expert dice are clear--pick a number when you get them--seems highly suitable for 'specialist' abilities. Wiggle/Trump/Master dice boost the...'width' of any set, making the action faster, but not necessarily more successful...
Jesper Anderson: A hard die is always 10. So if you have two hard dice and four normal dice, you roll 4d. You are ensured to always have one set of 2 10's in that case, but it could be wider, or you could have more sets. Wiggle dice are really powerful. You get to pick their value after you have rolled. If you have only one wd it will ensure you get at least one success. Arranging in sets is not time-consuming. It's pretty much instant, even with a 9d pool.
Travis Casey: I've had Godlike since it came out, but never gotten to play it. I have, however, run a few sessions of A Dirty World, which uses the same dicing system. We found that quite often, rolls gave no matches at all. Part of this is probably because ADW is meant to be a gritty, low-powered game, and quite often, my players were rolling 4 dice or fewer. This also meant that the fun features of the system, where you get multiple sets and have to choose how to allocate them, almost never came up. If you're going to use the system, I recommend making sure that attributes are assigned in such a way that players tend to have fairly large dice pools, in the 6+ dice range.
Jesper Anderson
... or have wd and hd. That makes a difference!
Travis Casey: Yeah, I'm sure it would have. ADW doesn't use those aspects of the system, though. I might do some thinking about how to incorporate them, for when I use the system again. Since it *is* low-powered, I as GM didn't really have a problem with the constant "no success" - to me, it meant the PCs just hadn't accomplished their goal yet. A few of the players were noticeably frustrated, though, so I had to reassure them that no match doesn't mean failure when you're rolling against an opponent.We only got to play three sessions or so, and by the third one, I think they were settling into the system comfortably. It did take an "adjustment period", though.
Jesper Anderson Yes, with 4d you will get a match half the time or so. It's how the system works. Even in Godlike most rolls are with low pools, and the attrition rate tends to be very high. ORE as a whole takes an adjustment period. My present group has not tried it, and they have a firm opposition to it. Which is rather strange, considering how many weird systems we've successfully run.
Scott Rhymer
I've been playing in a Wild Talents game, and while the mechanics work adequately, the wiggle/hard/other dice was -- IMO, so take that as you will -- overly complex. We all found character creation a hot mess. The general consensus for our group is that, in trying to make things simple and fast, it paradoxically introduced more complexity than it probably needed to.
Travis Casey
I do recommend checking out the "A Dirty World" version - it's very different from Wild Talents/Godlike, with only the resolution system being shared. Character creation is totally different, and much simpler... and what you do with the outputs of resolution is also very different. From a game design point of view, ADW vs Godlike is an excellent example of how different two RPGs can be while sharing the same resolution system.
Paul Mitchener
I've run a lot of Wild Talents and Reign. The One Roll Engine is one of my favourite mechanics.
And the Wild Talents settings (I'm thinking of Kerberos Club and Progenitor especially) are fab. Though the writer of Blood of the Gods is a complete jerk, so that's better missed.
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