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Game Design

Core Mechanics: Randomization

Almost all role-playing games use dice to determine the outcome of actions. The ways that dice are used varies widely though and can have a large effect on the mathematics of a game system as well as how it feels at the table. Dungeons & Dragons with 2d10 As an example, using 2d10 in place of 1d20 in […]

Categories
Game Design

Core Mechanics: Rounds, Turns, and Phases

Most role-playing games that I’ve played use a similar structure for taking turns in combat. At the beginning of a fight, each character makes an initiative roll to determine what order they act in. Then each character takes turns with a character completing most of their actions on their turn then sitting idle as other characters […]