Shamus Young has posted his proposal for an interesting Learning Mechanic at Twenty Sided. Here’s how he describes the goal of the mechanic:
Most gameplay mechanics are set up so that characters learn and grow from success. The more success, the more XP. I wanted a mechanic that would simulate an activity that was inherently driven by trial-and-error, and where (this is the important part) the character got gradually better at the activity as time went on. Learning would be fast at first, but progress would be slow. Later on, learning would slower, but success would be more frequent.
He recommends the mechanic for tasks like translating a tome written in an archaic language; finding the cure for a zombie plague; breeding animals; and the like.
Here’s how he describes the mechanic:
The player writes down all the numbers from 1 to 20 on a notecard. Every time they roll a number, that number will be crossed out on the card. If they roll a 15, then they cross out 15.
Each attempt needs to simulate a stretch of in-game time. Hours of labwork, meditation, tinkering, writing on the chalkboard, or whatever is required.
When they make an attempt, they roll the d20. If the resulting number is already crossed out, then the action was a success and they get their reward. If not, they still get to cross out the number they rolled, which will improve their chances next time around. Using a d20, they have no chance of success on their first attempt, and a 5% chance on their next attempt. Every failure improves their chances by 5%, and every success moves them closer to their goal. You decide ahead of time how many successes it will take to reach their overall goal. (For our game, I had the book broken into 13 sections. So the character finished the translation after 13 successes.)
I like the basic concept of this mechanic a lot. It’s similar to a complex skill check, but offers the specific benefits Shamus describes: At first, learning happens fast but progress is slow. Later, learning is slow but progress is fast.
STREAMLINING THE MECHANIC
The idea of keeping a notecard and crossing off number is a nifty gimmick, but if you want to streamline things then you can simplify this mechanic:
Roll 1d20. If the result is equal to or lower than the number of failed attempts you’ve made, you score a success. When you achieve the requisite number of successes, you succeed at the task.
I recommend checking out Shamus’ article directly, as he includes a probability chart useful for determining how many successes a task should require.
It should be noted that, by default, the problems handled by this mechanic are always soluble — given enough time, you will eventually solve them. There is no possiblity of absolute failure. In addition, the mechanic doesn’t account for skill. For some problems these may be seen as features. For other problems they’re bugs. Let’s take a look at how the mechanic might be made more flexible and robust.
EXTENDING THE MECHANIC
PROGRESSIVE SUCCESS: Each success can yield additional information or some other tangible benefit. (A cure that works against the bite of a specific zombie; several pages of translated text; a slightly improved animal.) The mechanic is specifically designed to model tasks which don’t feature all-or-nothing successes.
ROADBLOCK: After a certain number of successes, progress in the task may only be possible when some other prerequisite is met (additional biological samples, a different type of natural resource, etc.). In many cases, the nature of the roadblock may not be known until the roadblock is reached.
VARIABLE DIE TYPES: For tasks of greater or lesser difficulty, you could vary the die type. (With a 1d4 you learn everything about the project rapidly and then gather successes rapidly. On the other hand, with a 1d100 your learning curve takes considerably longer.)
INTRACTABLE PROBLEMS: For problems that could prove intractable for a character, simply set the maximum number of possible attempts. If the character has not achieved success after X attempts, then they’ve exhausted their insight into the problem. (Having multiple people working on a problem like this is useful not only because it speeds up resolution, but also because it gives greater insight into the problem — as represented by more potential checks.)
FACTORING SKILL, METHOD 1: You can factor the character’s skill into the attempt by limiting the number of possible attempts based on their skill. In D&D, off-the-cuff, I’d recommend something along the lines of 10 + skill modifier attempts.
FACTORING SKILL, METHOD 2: You can also make character skill a factor by simply setting a minimum skill requirement. A particular problem, for example, might require a minimum Knowledge (history) bonus of +10. (The drawback of this method is that it still doesn’t allow for any variation in completion time based on character skill. A character with a +10 bonus is just as capable of solving the problem as a character with a +50 bonus.)
FACTORING SKILL, METHOD 3: Set a DC for the task. Each d20 roll becomes an actual skill check. If the character succeeds on the check, the roll counts double. In other words, depending on the die roll, it either counts as two successes or as two failed attempts. (If you’re combining this method with an intractable problem, however, each die roll still only counts as one attempt against the maximum number of possible attempts.)
DISCLAIMER
I’m just spitballing some ideas here. I have not actually run any kind of mathematical analysis on this mechanic (although, as I noted, Shamus Young did provide useful charts for the core mechanic).