This is an attempt to describe the different layers using the D20 System. The reason I chose this is that I can use the information in the SRD, which is open to use. Other possibile systems to analyse in this way would be Fate or D6.
Apart from the core rule, each game system has several individal parts, which all can be analysed in this way. For instance, the magic system in the D20 System can be considered a system in itself, and therefore should be analyzed as a separate part.
The SystemAs mentioned in the previous post, all actions are measured against how difficult the task is. The solving mechanism is random and linear. This means that extreme results are fairly common (the average roll is just as common as an extreme high or an extreme low).
This means, for instance, that adverse or positive circumstances will affect all participants in a contest the same. If the result-curve is bell-shaped, then a skill increase will have different statistical effects depending on the skill level of the character.
The system measures degree of success. Even though it's not always used, it's possible to calculate not even if someone succeeds or fails, but also how well they succeed (or fail).
Each task has a set level that says how difficult it is. In contests between two characters, this level is dynamic and decided by the opponent. Once again, since all results are linear, adverse or positive circumstances affect all participants equal.
The Engine This is where we look at the implementations of the relations and behavior described above.
A classic way to get a linear random result is using a single die. We can chose to make a high roll good or a low roll good. This won't affect the statistical outcome, but there is a difference in usability and understanding of the system. Saying that a high roll is good is most often more intuitive.
A good skill gives a better roll. There are different ways to implement this:
- Addition: Skill + roll = result
- Multiplication: Skill * roll = result
- Random addition: SkillRoll+roll = result
- and many others
This choice could be said to be made at the system level, since they affect the basic behaviour of the game. There are two linear methods, addition or multiplication. The most easy and straighforward of this is a straight addition.
Since higher is said to be better, we say that if the result >= Difficulty, the task is a success.
The GameThis is where the rules meet the user. As of now there is basically one important choice to make, and that is what kind of die to use. The above rules are usable no matter what kind of dice we are using. No matter if we are using 1D6 or 1D100, the above rules and descriptions still apply.
The choice of die affects a couple of things though. Ease of use (lower numbers are easier and faster to add up) and granularity (a span of 1-100 gives more detail than 1-6) are the two more important. In this particular case, a D20 is used. This means that each skill-level gives a 5% chance of success. It's a span that gives a fair amount of fine tuning, as well as keeping the number relatively low.
NotesThis was a first attempt att analysing a system with these three levels. As said before, this modell is a work in progress, and it will be more fine tuned and defined as it is used more. This may also mean that the descriptions above could change.