atgxtg said:
I beg to differ. The reason why someone makes a STR vs. SIZ roll is to move something. When the adventure is written or the situation comes up, and a player tries to move an object, we find a SIZ for the object that get's used. If someone wants to move a 50 pound sack of flour, or a barrel full of ale, the GM assigns a SIZ based upon how much he things the item masses.
You are confusing two totally different concepts. The fact that the correlation between RQ stats and "real world values" are not linear does not in anyway affect the linearity of the game rules themselves.
We're talking about how two skills or stats interact. You have to think modularly. I don't give a flying fig *how* someone obtained a value in the game. I don't care what a "20 strength" means. I don't care particularly what exactly in real terms having a "120% skill" means. What I care about are the game rules that generate those values, and the game rules that compare those values to eachother and how they work.
And they are most definately linear. Always have been. As I stated earlier, you'd be incredibly hard-pressed to find any successful RPG out there that uses anything other then linear comparisons of stats and skills to resolve conflicts in the game ("conflict" taken in a very broad sense here).
Liesweise, the skill desciptions in RQ give more evidence. Someone with a 30% speak language skill doesn't get one out of every three words correct. Nor do you need a 100% skill to speak a complete sentence.
Again. Totally irrelevant. All I need to know to play the game is that a guy with a 50% language skill is has 20 more numbers on a D100 that he can roll which will allow him to understand something he hears in that language then someone with a 30% skill. What real world skill level that actually equates to is up to the GM to determine and is utterly irrelevant to any discussion of game rules to handle skill comparisons.
Not if you are subtracting 175% from thier skill to pin the 200%er at 100%. THe 200%er is just going to pick them apart.
Here's where you completely missed the "other components of conflict" that I spent all that time talking about earlier.
How many combat actions does the 275% skilled guy have? Can he actually parry 5 guys at the same time? No? Then he's going to get slaughtered. This has *nothing* to do with direct skill comparison. It has to do with the fact that mutliple opponents have a benefit beyond just their raw skill. As a GM I have quite successfully overwhelmed 200+ skill characters with massive magic and armor by just throwing hordes of Trollkin at them. Sure. He'll kill every single one he hits. But he can only hit so many of them a round, and there's more of them there. And they can grapple him, and immobilize locations. And pretty soon, he's lying flat on his back with a pile of little guys with no more then 60 or so skills totaly defeating him.
You're trying to expand one thing into the whole thing. Game rules are the sume of their rules, not one thing magnified to infinity. A single skill versus skill comparison should be just that. And it should always favor the guy with the higher skill in direct relation to how much more skill he's got. We're talking about one aspect of the game rules. And that one aspect should work properly. If it does, then you can add additional factors to it and they will work properly as well. If your starting point is "broken", then nothing you add on to that will fix it.
Maybe. It depnds on if you kill the monster's attack chance to 0%. Even with a 50/50 (like the old RQ dragon) a lot depends on the creatures ability to take damage too.
Ok. But now you're adding yet another aspect to the issue. How much damage can someone take? That has *nothing* to do with the skills being used. Are you seriously suggesting that we should make a change to skill comparison rules based on the fact that some people might have enough armor to shrug off a dragon's attack? Isn't that a bit ridiculous?
atgxtg said:
And as far as the 275 vs the 5 125's then yeah, I expect the 275 to cloober the 5 125%. Especially is you make him 100% and reduce the others to 25%. THe greater skilled fighter has such a significant edge this way that he will probably be able to cut the fight down to a 4-1 or even 3-1 quickly, and then just slapp the other three around fairly easily.
Again. Combat actions. First action. HIgh skill guy goes. He whacks one guy. The other four guys attack him. He parries *one*. The other three go on to hit him. Everything else being equal (equivalent damage and armor and hps), he's going to get absolutely owned by those 5 guys. You need to realize that the skill rules are only part of the total rules. In a one on one fight, a 275% guy should totally destroy a 125% guy. Period. No questions asked. But when you add in other factors, it's not so guaranteed. But you should not break the basic skill comparison process just because it might allow one guy to outmatch someone else. IMO, that's the point of a skill based system. If I've spent the time and effort to get to a 275% skill in something, I *should* totally overwhelm someone who's 150% lower. Because (I'm going to go back to the top here), the game rules for skills are *linear*. 150% skill represents a set amount of time. In fact, past 100% skill, it's a pretty even amount of time. If I'm that much higher then you, then that represents a direct linear amount that I am "better" then you. It should be resolved in a similar manner.
Interestingly enough, if we actually want to look at relative time, a 275% character has spent a *greater* amount of time building a 150% lead on a 125% character then a 200% might have over a 50% (or a 155% versus a 5% which is what the subtraction might roll it down to). It does not take much time to gain a 100% skill. It takes a dramatically greater amount of time past that point. In the example above, the first character has gained 100% of "fast" experience, and 175% of "slow" experience. The second character has gained 100% of "fast" experience, and 25% of "slow" experience. So yeah. I have absolutely no problem with the first character totally overcoming the second. He's earned the right to do that IMO.
But in any application of ability it is more than just raw skill that determines the outcome. Othwerise the best sports team would win every game.
No one said to eliminate the die roll. Presumably two sports teams in the same division would be (in RQ terms) within 100% of eachother (and likely far closer then that). In sports we only pit teams against eachother that are close in terms of ability. Toss a high school football team against an NFL team sometime and then tell me that it's wrong or in any way inaccurate for a dramatically higher skilled team to win every time. Two teams in the same league/division will be of similar skill. It would be like pitting that 275% guy against other people in the 250-300% range. Guess I'm just not seeing what the problem is. It's a very accurate, simple, and workable way to compare skills.
atgxtg said:
When RQ was designed, it wan't intended for the guy with a 100% edge to get an autowin. That was why things leveled off at the upper levels, with critcs and sepcials becomming so important.
If you change it to "high guy wins" then you are always going to have to thrwo balanced encounted against your group.
You're tossing in a straw man though. No one's saying "high guy always wins". We're saying "significantly higher skilled guy wins 95% of the time". There's plenty of range to play here. You have an accurately scaling chance against any opponent with a skill that is +/- 100% of your own. That's "huge" IMO. If a GM can't figure out how to make that work, then maybe he should go back to running a My Little Pony game or something?
This is a doubly silly complaint, since the majority of character's skills will be in the 200% or lower range. That automatically puts them in the "this works perfectly" catagory. And if you have lots of skills beyond that? Then you scale things to that skill level. It's just not that hard.
Go rereaed you RQ3 rules. THe 275% guy can't split attacks against a single foe. THe idea of an "attack" was that it reprsented a combination of moves and strikes, and so by concentrating or one foe you didn't get more attacks, simply that you fought him more effectively.
Going to non combat, RQ3 had a rule to handle skill vs skill too.
First off. You're correct. And most people *hated* that RQ3 removed the older RQ1/2 "subtract skill over 100% rule". It made skills over 100% pretty worthless in terms of point for point value. If you go back to RQ2, there were two differences. First off, only RuneLords could get skill over 100%. Secondly, they could choose to subtract that skill from themselves and their foe, effectively doing *exactly* what several people have suggested. It's a rule that I use in my campaign (and have for a very very long time). It works perfectly. I've never once had a problem with it.
In non-combat, RQ3s rules actually mirrored the old RQ2 method (sorta). You subtract how much you make your skill by from the opposing skill. It's a pretty simple system. You have a 90% sneak. The guard you're trying to sneak by has a 50% scan. You roll a 45. You then subtract the difference (45% in this case) from the guard's scan chance. He can still succeed on a 1-5, but otherwise, you succeed.
RQ3 skills also tended to work in terms of "by how much did you succeed". Specials and criticals were noted, but it was more important to say "I succeeded by X points". Because the GM might apply minuses for different factors (difficult terrain to sneak across, harder lock to pick then normal, etc). The player wont know this. He'll just roll and do some subtraction. The GM then tells him what happened.
Works perfectly. I've actually never been a big fan of the level of success being the largest determinant of success. It tailors too much to lucky die rolls. I want the players to feel that their 140% skill always makes them better at doing something, not only better if they roll low to begin with, and that roll is between a couple of pretty close numbers. For example: using the MRQ crit system alone (ignoring the halving stuff) only gives a benefit for going from 100% to 140% if you roll between 11 and 14. That's *four* numbers out of 100. I don't know about you, but that doesn't make me feel significantly better at my skill.
Level comparisons end up being "lucky guy wins" systems more often then not. I'd rather play a "guy with 100% better chance wins 95% of the time", then have luck play that great a roll in the odds of success.
One of the problem with the "all balanced encounters' approach is that why bother to learn anything or raise anything? What's the point of imrpoving your sneak by 20% if the guards all get +20% to Perception to offset it? On the flip side, if a PC gets Perception up to 110%, every sneak thief should not have ninja level stealth abilty!
You don't have to balance everything perfectly. Remember. The subtraction system(s) allow for a range of +/- 100% skill. That's plenty large enough for a GM to scale encounters to any level of difficulty. In fact, it ends up being exactly the same as scaling levels for groups in the sub-100% range.
And not all encounters and skill checks are going to be scenario specific. Perhaps my uber-powerful ninja character is hunting down a group of super-powerful bad guys, but there's some pesky town guard in my way. Clearly, I can trivially sneak right past him cause he's a peon in comparison to the types of guys at my level.
And *that's* certainly within the concept of a "heroic level campaign". High power level characters should not have to worry about a local guard. Nor should a bar fight with a few drunks concern them (but could be fun!). Not every encounter has to be "dangerous". I have no problem with a trivial encounter being trivial. In fact, it's a nice change of pace to allow the players to totally whomp on a group of "normal" level bad guys. They don't gain much for it, but it can be fun.
I remember a particular series of encounters in which a group of our very high power characters were traveling through some hills on the way to deal with an uber-powerful semi-godlike badguy. We ran into a series of traps set across the roads. In each case, we used some trivial magic to destroy/bypass the traps. A pit was spotted and filled in by a gnome in seconds. A deadweight log trap was spotted and trigged by arrow from a distance in seconds. The bandits that were going to ambush us just kinda saw this and figured it wasn't worth their time. The GM actually had them decide to *not* attack us (which was a smart move on their part). That had more "fun impact" then many more "forgettable" fights that were scaled to our level.
Same deal in reverse. We've got a largish powerful group. In actual fact, they're the vangaurd for a largish army that's been raised to clear some bad guys out of a kingdom nearby. A group of highwaymen pop out of the bushes to rob us! The fun was in the roleplaying of this event. We knew we could take them. We knew there were a few thousand more soldiers a mile or so behind us as well. But the bad guys didn't. Talking them into not attacking us ended up being more fun then most of the rest of that adventure (more because of the sheer ridiculousness of the situation). It's not just about killing people and taking their stuff. We don't play a "killstuff game". We play a "roleplaying game". Encounters involving vastly different power levels are opportunities for great roleplaying.
It's not always about die rolls.