>>6073302I quite like the idea of ORE, even though my experience is limited, I feel its execution is a bit lacking. I get what they're going for with the "width" and "height" thing, but I feel where it falls flat is the player-approaching strategy or rolling tactics, where rolling more dice is just "better" regardless of outcome. It's not like you can intelligently try to plan for a "high" roll or build a character to go more for "wide" rolls. The vast majority of tabletop rolls are binary success/fail rolls anyway, so having this much extra information to parse on a roll isn't useful IMO. It also feel weirdly limiting when the die roll is supposed to tell you how "fast" or "well executed" whatever you were trying to do is; shouldn't that be something roleplayed or inferred through play? Only tangentially related, but I was seething that Lodestar's QM stole using a dice-pool system for Lodestar before I had a chance to try it myself.
Mechanically speaking ever since NWS I've been (secretly) working on my own /qst/ flavored take on ORE, with the players getting to pick the size and number of dice rolled to try and optimize different possibly rolls. Example? Kung-Fu or Vigilante style Quest where each pair is an opponent knocked out, but a higher pair can beat stronger opponents. So against a bunch of mooks you'd want to roll many numbers low to defeat a crowd but against a big boss you'd want to roll less dice but with a higher possible pair. Once again, this falls flat here because of the dice mechanics; you can't exactly roll a die only on its "upper half", die can only be 1 to X number, so more dice is always just going to be better regardless of the die's size. It would require some other point or risk/reward system to incentivize taking risks instead of just full sending every time, thus removing any possible strategy this complexity could even bring. It would not be a useful /qst/ing mechanic.
>>6073311Also I wasn't kidding when I was shit talking TTRPGs earlier, but my experience has been soured too much, and I've found the replacement in /qst/. Lets me do everything I like about TTRPGs without the hassle; artistic handcrafted worlds and campaigns, mysteries and fun characters, with player feedback and engagement, but without dealing with (other) big egos, annoying scheduling woes, and letting me run literally whatever I want. I have never found a TTRPG with rules that were not bloated or annoying in some way, idk I might just be a huge contrarian. I think making rules is more fun anyway.