@Lotherio said in New MUSH 'Game' Mechanics:
Going right here to skills less variable. Is that a bad thing?
I don't think it's bad at all for 6 to beat 4 most of the time. My problem actually is that with the vast majority of RPG systems (including FS3) ... that's not what happens. My character with 7 dice beat freaking everyone in a marksmanship contest on BSGU even though most had better skills than her. And while such flukes do happen occasionally in RL (David vs Goliath type upsets) they happen entirely too often in RPGs/MUs for my liking. Over 1000 rolls the 6 will win most of the time, as it should. But over the 3-4 rolls that happen within the course of a single contest? The dice are just fickle. Some systems are less fickle than others (D20 is particularly awful that way) but they all suffer from the same basic problem.
The PACE system limit is the two descriptive words.
If simple and fast is your goal, that's great. I'm not knocking it, it's just not my personal taste. Even if you never rolled a single stat, I think it's important to pause and think about what skills your character has and why. That goes beyond two words for me.
My biggest question/concern is, does it matter if two players just oocly transfer there vote points directly, do it in silly fails, or do it in combat fails?
It matters to me. It feels like unfairly gaming the system and going against the spirit of what you're trying to accomplish. If the idea is to reward failures by increasing the success on meaningful rolls, it should reward failures that matter, not "ha ha I tripped and spilled my drink, go me." But that's just IMHO. YMMV obviously.
FS3 always had that feel of some roots in Fudge to me.
Anecdote - FS3 only exists because I found the chargen and dice mechanics in FUDGE not quite to my liking. The initial version of +combat came from BSG:Pacifica, which used FUDGE.