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date:: [[2022-10-13]]
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# [[Interesting TTRPG mechanics]]
This is a list of [[Tabletop Roleplaying Games|TTRPG]] mechanics that I've seen in various games.
- [[Dungeon World#Emphasis on interplayer dynamics Bonds]] to facilitate roleplaying within the team
- [[13th Age#One Unique Thing]] to help players create memorable characters
- [[13th Age#Escalation die]] to make fights seem more climactic
- [[13th Age#Icons]] or factions that shape the world and the characters' experiences
- [[Lasers & Feelings#One stat 1d6]] to simplify ability scores
- [[Mörk Borg#Simplified initiative]] for "before enemies" and "after enemies"
- [[Mörk Borg#Morale]] that determines whether monsters flee when beaten
- [[Mörk Borg#All the random tables]] create interesting stories that nobody can predict
- [[Dungeon World#Fronts]] to aid GMs in planning adventures
- [[13th Age#Different monster versions]] to simplify monster creation
- [[Fate#Aspects]] that encourage players to gain bonuses based on their backgrounds or personalities
- [[Fate#Fate points]] that allow players to change the story
- [[Index Card RPG#Everything is done in turns]] to keep up the pace of a story and make sure everyone gets a chance to do what they want to do.
- [[Index Card RPG#Targets are set]] to simplify preparation for GMs and to be transparent to players.
- [[Index Card RPG#Battle fury]] dice make it more likely that players will hit after they've missed.
- [[Index Card RPG#Dungeons with random elements]] for dungeon creation, [[Index Card RPG#Six truths]] for world creation, and [[Index Card RPG#Twenty secrets]] for adventure creation.
- [[Maze Rats#Random spell names]] that are generated every day, and then the GM and player discuss how the spell works.
- [[Pathfinder#Feats customise your character]] and make characters feel unique and just fun to play.
- [[Pathfinder#Hero points]] give players some agency to do well when it counts.
- [[Pathfinder#Three-action turns]] restrict what can be done in combat while maintaining simplicity.
- [[The One Ring RPG#Degrees of success]] let people do extra cool things of their choice when they roll extremely well.
- [[EZD6#Exploding successes]] are bombastic and thrilling, even though it makes combat very swingy.
- [[EZD6#Karma points]] increase player agency: they add +1 to the roll, and are awarded when a natural 1 is rolled.
- [[EZD6#Wealth is abstracted to lifestyle levels]] and prevents characters from needing to do accounting for gold or treasure earned.
- [[Into the Odd#No distinctive modifiers - roll-under system]] removes ability modifiers entirely.
- [[Into the Odd#No rolling to attack]] makes combat faster and more deadly.
- [[Into the Odd#Luck rolls]] are straight rolls for seeing how lucky a character is.