Saturday, February 7, 2026

In Search of Elegant Design

Everything should be made as simple as possible, but not simpler. - Albert Einstein (apocryphal) 

 I haven't made a lot of progress on Missions & Mayhem this week, but what I have done feels elegant. 

When I started out, I tried to pare down d20 Modern to the bare essentials. 

Then, I started pulling in systems and ideas from other old school games to fill out systems where I didn't want to rely on a d20 system mechanic. Because d20+mods isn't always the best roll to make for every situation, and the scaling DC system gets progress backwards

But I quickly realized I had a mishmash of disparate game systems, and they didn't work well together. So the past few weeks have been about simplifying and trying to find elegant solutions to problems. 

I feel like that's what I've done recently. On the first page of my playtest document, which I share with my players, I've been putting a rundown of the various mechanics involved in the game. I'm not sure if they're reading it (I should ask), but for me it helps me keep track of what the game does and doesn't do. I'll copy/paste it here: 

 

Die Rolls: The following types of die rolls may be made in this game.

Ability Scores (character creation): 4d6, drop lowest single die. Roll six times to set ability scores.

Wealth Status (character creation, level up): 3d6, sets or modifies status level. Rolled at character creation to set initial status, and checked when a level is gained for possible changes.

Funds on hand: at the start of a mission, roll 2d4 or 3d6, multiplied by a modifier to determine additional cash/credit available for this mission.

General Proficiency Check: non-proficient 2d4, proficient 2d6, advanced 2d8, roll target number or higher. Possibly with modifiers depending on talents or Gambles.

Attacks, saving throws: 1d20+modifiers (Str for melee attacks, Dex for ranged attacks), roll Armor Class or save number or higher. Situational modifiers may also apply to attacks or saving throws.

Damage rolls: various, depends on the type of attack. Strength modifiers affect damage for all unarmed/melee weapons and some ranged weapons.

Gamble: In chases and some other emergency situations involving a general proficiency check, a player may roll 1d20 trying to roll equal or below one of their ability scores to gain a +1 bonus to a check. If they fail, they get a -1 penalty. How that ability may help must be described before the roll.

I Know a Guy: 1-2/d6 chance to know a guy in general, 1-4/d6 to know a guy related to occupation. If successful, the Hero gains information, access, or a favor.

 

I've described in previous posts how the proficiency system works, but here's a brief summary. There are combat proficiencies (access to weapons/armor, removes penalties for their use) and general proficiencies (replace skills/feats from the d20 system). Players get 2 proficiencies from their Starting Occupation (background), four or five from their level 1 character class, and if they have a high Wisdom, 1 to 3 bonus proficiencies. They gain more proficiencies at every 3rd level. Everyone starts with basic proficiency in ALL of them, and the proficiencies gained above are improvements to Skilled or Advanced levels. 

For the most part, difficulties are set. They don't scale with level as the PCs go up. That way leads to the backward progress I mentioned above. If your Hero has basic level infiltration proficiency, they roll 2d4. They can't disable any security devices with a difficulty of 9 (unless they gamble and get lucky, or get a bonus from one of their class talents and get lucky). After a few levels, if they boost infiltration to skilled, they now roll 2d6 and they've got a chance to disable that security device. A few levels more, they can boost it to advanced and roll 2d8, and have a pretty good shot at disabling that type of device. 

On the GM side, as well, the 2d4/2d6/2d8 scale, and 5/7/9/11/13 difficulty levels have been useful for a variety of systems. 

One more system that I keep finding useful is the I Know a Guy mechanic. Yes, it's a metagame mechanic. Yes, it shifts (not quite retcons) what's "known" in the fictional world. But it's goddamn useful! 

"Do we know the layout of the compound?" You do if you know a guy. 

"Can we get some uniforms to disguise ourselves?" You do if you know a guy.

"We need to get into the Grammy after party to find evidence." If you know a guy, he can get you in. 

Earlier in the design process, I had borrowed from d20 Modern the idea of equipment being unlicensed, licensed, restricted, or illegal. But it was a complex mess in play, and players were getting confused about needing both proficiency and permits to have certain types of weapons. Technically, they needed proficiency to use the weapons efficiently, and permits to legally own the weapons. They could have owned them illegally, or legally owned them without being very good at using them....

Anyway, I was working on a black market system related to this, and the abstract purchasing system (another hold-over from d20 Modern), and a Wanted Status system (with varying levels of "wantedness") for adding complications when the authorities are onto PC activities. Overly complex. 

This week, I added back in the Wanted Status, but it's binary. You're wanted or you're clear. No more "of interest" "suspect" "wanted" and "fugitive" levels. And if you're wanted, there are random encounter checks made once per mission/session, and at times when the party runs into the authorities, to see if some complication develops. 

For the black market, the I Know a Guy rule solves a lot of problems. If you're wanted, you can't buy certain items that would require you to present identification (firearms, explosives, new cars, surveillance gear) without triggering an automatic complication. But if you know a guy, you can buy from a black market source for a small mark-up in price. 

Clean, simple, elegant, and works with something I've already been developing in the rules.  

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