Any of /tg/ have experience with systems using resource management as opposed to dice rolls to determine outcomes?
I've been trying to come up with a homebrew system for some time now. While I originally went with a system based on a d12, I got interested in a resource system after reading the rule book for Golden Sky Stories. It seems like a good way to avoid having an otherwise strong character lose out to a low strength character becase of low rolls, and I kind of like the idea of having players pick and choose their battles based on strategic thinking rather than leaving it up to chance.
Are there other systems which use a similar mechanice I can read up on?
The more mechanical thinking required, the worse the immersion will be. Leave that stuff to board games, not roleplay.
>>50834883
Amber Diceless, and its two children, Lords of Gossamer and Shadow, and Lords of Olympus, all have the diceless resource strategy thing going on.
Marvel Universe RPG.
I mean it needs some hefty houseruling, but it's possibly the most satisfying system I've played in a while.
>>50834883
Depending on the rules-lightness you want.
What I did (granted, the game had dice still) was that each character had characteristic points.
Let's say every character has 3 characteristics at base, like "Brave, Impulsive, Loudmouthed". Wanting to use any of these characteristics requires a single characteristic point, of which you have, say, 5 at the beginning of the game. These only regenerated, BTW, by taking negatives from the same characteristics (Such as being unnecessarily foolhardy for "Brave")
In my game you got bonus for it, but in your game, it could be the whole thing.
You could make the Attributes (Say, the three basic ones, Body, Mind, Soul) into a pool of points that a player can use. And actions can be boosted by giving out additional points, and sometimes using additional points would be necessary (harder checks).
But no, I don't know any systems that use that or anything similar. Happy Homebrewing!
>>50834883