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Action Table (table determines action outcomes)
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Attribute/Stat Based (STR, CON, PER, etc)
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Cards (cards drive the action)
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Class Based (Pilot, Wizard, Scientist, etc)
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Competitive (players compete against each other to win)
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Description Based (Narrative more so than Dice)
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Dice (Percentile)
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Dice (Primarily d10)
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Dice (Primarily d12)
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Dice (Primarily d2/coin)
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Dice (Primarily d20)
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Dice (Primarily d4)
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Dice (Primarily d6)
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Dice (Primarily d8)
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Dice (Primarily Fudge/dF)
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Dice (Specialized)
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Dice (Various)
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Dice Pool (Roll multiple dice vs target)
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Dice Step (variable dice vs. static target)
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'Diceless' (does not use dice or other randomizer)
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Exploding Dice (Die may 'explode' into a second roll)
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Free-form (minimal or no rules - think improv theatre)
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GM-less (No gamemaster needed to play)
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Grid-based (uses square terrain for move/combat)
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Hex-based (uses hex terrain for move/combat)
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LARP (Live-Action-Role-Playing)
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Level Based (Earn XP and level up)
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Lifepath Character Generation (Character starts at birth)
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Physical Object
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Play-by-Mail (PBM)
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Point Based (allocate points to get skills, powers, etc)
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Progression Tree (Skills, professions, magic abilities, etc.)
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Race Based (Player Race/Species affects gameplay)
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Random Attribute Generation (during Character Creation)
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Reading (for Periodicals, Adventure Books, etc)
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Roll and keep (4k2 means roll 4 and keep 2)
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Skill Based (buy or gain skills)
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Trait / Aspect Based (personality affects gameplay)
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Unusual Randomizer (not using dice or cards)
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Wagering / Betting (wagering during play)
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