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 RPG system questions 
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Joined: Tue Oct 07, 2008 6:15 pm
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Post Re: RPG system questions
Ratatosk wrote:
Image

That's pretty close to a 20% tip (6 cents high, rounded to the nearest cent), which is within the standard tip range. For not being able to do mental math, that's not bad for eyeballing it.

On topic: I favor the first system, though it does have a problem in guaranteed successes. Moreover, the range is really high, and I'm not seeing much use for anything outside of the 3-8 range. That said, you could do something similar with a step die system - you get Skill dice, and you get a d4, d6, d8, d10, or d12 depending on the attribute, needing to roll a 4+ for successes.

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Tue Aug 14, 2012 2:31 pm
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Post Re: RPG system questions
Knaight wrote:
That's pretty close to a 20% tip (6 cents high, rounded to the nearest cent), which is within the standard tip range. For not being able to do mental math, that's not bad for eyeballing it.

On topic: I favor the first system, though it does have a problem in guaranteed successes. Moreover, the range is really high, and I'm not seeing much use for anything outside of the 3-8 range. That said, you could do something similar with a step die system - you get Skill dice, and you get a d4, d6, d8, d10, or d12 depending on the attribute, needing to roll a 4+ for successes.



Photo posted for humor.

As to the on topic: Savage Worlds much?

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Tue Aug 14, 2012 2:33 pm
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Post Re: RPG system questions
Ratatosk wrote:
Knaight wrote:
That's pretty close to a 20% tip (6 cents high, rounded to the nearest cent), which is within the standard tip range. For not being able to do mental math, that's not bad for eyeballing it.

On topic: I favor the first system, though it does have a problem in guaranteed successes. Moreover, the range is really high, and I'm not seeing much use for anything outside of the 3-8 range. That said, you could do something similar with a step die system - you get Skill dice, and you get a d4, d6, d8, d10, or d12 depending on the attribute, needing to roll a 4+ for successes.



Photo posted for humor.

As to the on topic: Savage Worlds much?

Step die systems appear all over the place. Chronica Feudalis, Cortex, and yes, Savage Worlds. Moreover, Savage Worlds isn't a dice pool system, so this is still fairly different.

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Tue Aug 14, 2012 2:40 pm
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Post Re: RPG system questions
The advantage to #3 is scale. You can scale difficulty up to a high number, making it impossible for an unskilled person to succeed while enabling a more skilled person to succeed. Exploding dice might let a newbie get extremely lucky.

With 1 and 2, you don't really have that.

I guess which one I would choose would depend on the rest of the game mechanics. A game with more crunch and detail, I's use 3, but in a game trying to be very fast and lose, I'd go with 1 and or 2.

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Tue Aug 14, 2012 2:42 pm
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Post Re: RPG system questions
Huh, I play SW every other week, but its because of the setting and not the system. If the goal is to streamline things, constant die sizes is one way to do that.
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Tue Aug 14, 2012 2:47 pm
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Post Re: RPG system questions
Quote:
Also, if 10 is an autofail in methods 1 and 2, nobody will ever put any attribute to 10.


They would, becouse of the difficulty level. If you have a really hard task it can give you, say, -4 to a particular attribute.

Quote:
On topic: I favor the first system, though it does have a problem in guaranteed successes. Moreover, the range is really high, and I'm not seeing much use for anything outside of the 3-8 range. That said, you could do something similar with a step die system - you get Skill dice, and you get a d4, d6, d8, d10, or d12 depending on the attribute, needing to roll a 4+ for successes.


Thought of that, and I like the idea, but the dice shuffling tends to get a bit annoying. Plus I personally don't have that many different dice. Still, neat mechanic, good probability balance and such.


Tue Aug 14, 2012 3:19 pm
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