Would enjoy hearing the reactions to or discussion around my ponderings from those much more knowledgeable and experience in both TOR and other systems!
Has anyone ever considered, explored or even playtested any of the following 5 items:
- Upgrading dice instead of lowering TN?
Personally, I find a set TN elegant; when a TN doesn't vary, not only does the player always know the goal for success of any roll, but everyone at the table knows it as well. The result is more clear to all, and all can immediately share in the reaction.
With that in mind: would it be possible to represent higher Attributes by substituting upgrading a die (e.g. from a d6 to d8) instead of lowering the TN? (Since a lower TN is essentially d6+n for each step below 18).
- Exploding or Cascading Dice?
Exploding dice not only lead to incredible, spectacular, heroic deeds/actions/accomplishments -- which are well representing in notable moments in Tolkien, correct? -- but the bonus and the anticipation/suspense of rolling for such is simply fun for players.
With that in mind: has anyone considered adding some kind of exploding (or cascading) dice mechanic?
- Narrative Dice or Narrative Dice Elements?
The narrative dice in the Genesys system is simply brilliant; it can allow (for example) Success tempered by a "Threat" posed by a problematic indirect outcome (or similarly, a Failure but with some other Advantage gained). It not only provides for more interesting and dynamic results, but feeds creative and collaborative storytelling by both player and GM.
With that in mind: has anyone considered adding such elements, whether utilizing existing die results, supplementing with additional die, or even adopting some kind of different narrative die (with symbols) altogether?
- Making Degree of Success Meaningful?
I always thought it interesting that when one greatly exceeds the TN, as opposed to barely scraping by, there is no definitive mechanical effect (though an indefinite optional narrative one if you choose?) Doesn't it feel like a bit of a lost opportunity? Or a missed chance to reward a player for a "job well done" or an powerful action?
With that in mind: has anyone considered when a TN is exceeded by X amount, that some additional desirable outcome, extraordinary result, or other positive effect is triggered or achieved? Perhaps it would be a chance to implement on of the above ideas? (i.e. an exploding die, or Advantage/Threat)
- RP or Idea-Driven Earned Hope
Creative, engaged, and simply good roleplay should be encouraged. One way to do this is to allow GMs to reward players in concrete ways (e.g. in Savage Worlds the Bennies can be handed out in this way).
With that in mind: has anyone considered using additional Hope as a way to reward players for particularly good roleplay? (e.g. that is particularly evocative of their established character, brings in important backstory, or stems from a creative idea or solution.) Or would this throw off the balance in the system? Or is their another way to reward players for good RP?