I'm calling the system I'm working on Ternion unless something better comes to me. It's 3d4 and has a result matrix you refer to when rolling. I'm happy with it so far! It's a system for characters who succeed much more often than not, but not always without getting scuffed up in the process.
10.02.2026 21:55 β π 1 π 1 π¬ 0 π 0
I take core resolution mechanics a bit seriously.
I like to know how they work before I build off of them.
Here, I found a curve I like for determining whether PCs get what they want, get it at a cost, or fail and suffer for it.
09.02.2026 22:18 β π 1 π 1 π¬ 0 π 0
Me, trying to sound interesting at a party: "S-so, how about those rules eliding, huh?"
09.02.2026 04:20 β π 1 π 0 π¬ 0 π 0
My reasoning is that the PCs in this game are better than their so-called equals in a fair match, but not so much so that they can always get their way for free.
This is a game less about success and failure, and much more about success at a cost, with costs adding up and cascading into disaster.
09.02.2026 01:00 β π 0 π 0 π¬ 0 π 0
Toying around with a 3d4 core for a bizarre fantasy heist game.
For clarity, Tier+0 is a threat or obstacle equal to the players.
But that doesnβt mean a 50% chance of success of failure.
It means absoute success, with a 68% chance of paying a cost for it.
09.02.2026 01:00 β π 0 π 2 π¬ 1 π 0
Boardgames, huh
Pretty interesting
07.02.2026 22:06 β π 5 π 0 π¬ 0 π 0