High opposing skills. The Pendragon method

While reading a newly acquired copy of Pendragon, it struck me:

Why not use that method for handling high skills in MRQ ?

Basically, the amount your skill exceeds 100 is added to your dice roll, if its an opposed roll.

Im sure someone has suggested this before, so pardon me, but it seems it ought to work well.
 
sorry, yes, its still "highest under skill on 1D100"

So if Bob the duck has Persistence 60%, and Grog the Troll has Influence 120%, they each roll, with Grog adding 20 to his roll.

Grog will make it automatically, so if Bob blows it, he looses. If Bob makes it, you just compare the dice scores, after modification, high wins.
 
I've got a rules suggestion that's basically this written up on my site (see sig), along with a few other suggestions and resources.
 
Trifletraxor said:
That's probably a good rule if I could get my head around to roll high instead of low the a skill roll.
:wink:
SGL.

Trif if you don't mind a little bit more math than the Mongoose method (and most old RQ grognards are not afraid of math more complex than just halving) try the whoever makes their roll by the most wins for opposed rolls. That way low is always good, plus it scales past 100 seamlessly.

In theory you have to calculate how much you made your roll by each time, but in practice it much of the time it is obvious who wins without doing the math.
 
Rurik said:
Trifletraxor said:
That's probably a good rule if I could get my head around to roll high instead of low the a skill roll.
:wink:
SGL.

Trif if you don't mind a little bit more math than the Mongoose method (and most old RQ grognards are not afraid of math more complex than just halving) try the whoever makes their roll by the most wins for opposed rolls. That way low is always good, plus it scales past 100 seamlessly.

In theory you have to calculate how much you made your roll by each time, but in practice it much of the time it is obvious who wins without doing the math.

It's not a bad idea. I'm not trilled about the math, but on the other hand, opposed rolls does not come up that often either.

I like the roll lowest, with fumble, failure, success & critical included, because of the simplicity, so I will probably go for that one, with subtract skill above hundred when that scale is reached (unless I cap it).

SGL.
 
Trifletraxor said:
I like the roll lowest, with fumble, failure, success & critical included, because of the simplicity, so I will probably go for that one, with subtract skill above hundred when that scale is reached (unless I cap it).

Are you talking about simply saying the low roll wins the opposed roll as compared to the high roll? Because that method was thoroughly defeated back in the Opposed Roll Math Wars - it favors the lower skilled character way to heavily.

If you are comparing rolls directly to eachother to determine a winner there is really no good alternative to high roll wins unfortunately, as the overall feel of the mechanic is wonky for a BRP game.

Which is not to say you can't still say a crit beats a normal success for that consistent "you want to roll really low, or else high" feel.
 
Rurik said:
Trifletraxor said:
I like the roll lowest, with fumble, failure, success & critical included, because of the simplicity, so I will probably go for that one, with subtract skill above hundred when that scale is reached (unless I cap it).

Are you talking about simply saying the low roll wins the opposed roll as compared to the high roll? Because that method was thoroughly defeated back in the Opposed Roll Math Wars - it favors the lower skilled character way to heavily.

Yes, that is what I'm saying, I will just also include degree of success (critical beats a failure, failure beats fumble, etc.)

Does this favour the lower skilled character? I'm very vell aware that if both characters roll a normal success, the lower skilled have the greatest chance of winning, however, I think the overall chance of who will win the opposed roll is pretty much the way it should be. Or am I wrong?

SGL.
 
Trifletraxor said:
Does this favour the lower skilled character? I'm very vell aware that if both characters roll a normal success, the lower skilled have the greatest chance of winning, however, I think the overall chance of who will win the opposed roll is pretty much the way it should be. Or am I wrong?

Well, in terms of 'margin' of success, yeah, you're wrong. :)

An interesting way to look at this is to set some 'averages', look at the results, and work your way out from these to see what happens.

So, let's say we start out with 50 versus 50 (and let's put crits and fumbles aside for the moment). We can easily see that in this case it doesn't matter whether we choose 'low wins' or 'high wins'. All things are equal. So let's shift things outwards, and go for 'halves' - it always makes sense to double or halve the stats to see if things start to break.

So now let's look at, say, 25 versus 75. Now 'low wins' or 'high wins' DOES make a difference, because we are dealing with ranges of numbers. 25 has 25 possible success results, 75...75. If we pick low wins, 75 has 50 possible successes that would be trumped by any of 25's successes (we're still ignoring crits for now). This would appear to be counter-intuitive, since 75 is evidently a lot more skilled than 25, and should kick its arse much of the time - certainly more than a third of the time (give or take, within the 'success range').

We can counter this with Ru's method - margin of success; the gap between what you roll and what your skill is. This is cool, but it does involve minus math, even if it does stick to the idea that 'low' is good - after all, we're looking to roll under our skill.

It can also be countered using the high roll wins method - and, it amounts to the same thing, because you are still talking about the margin of success. Both systems have the same result, the only difference being, with high wins, you take what you see on the dice as the 'score' - there's no math with the high roll method.

That all makes sense (at least to me) so far. But we're still only dealing with results from 1-100 (00 being read as the ton). If we expand our experimental top-end outwards (might as well double it again), then we'll be looking at 25 versus 150.

I'm going to make a little leap here and say: we already know that halving breaks. And it breaks pretty quickly, too. So we'll go with the 'add the score above 100 to the margin of success' method.

Again, we can see that both 'low wins' and 'high wins' work. Again, the difference is, 'low wins' needs an additional operation.

Now let's throw in the crits and fumbles (because crit trumps a success trumps a fail trumps a fumble). If we take a crit to mean that a LOW roll is even better, because we are looking at 1/10 of your skill rating...then suddenly LOW rolls make all the sense in the world. After all, if I'm complaining about the 'low roll' method needing extra math...how about the math involved with: figuring ten percent of your skill, minusing that from your total skill, and seeing if your roll fits within THAT range. AND, funbles are at the TOP end, so why the *uck would you want to roll high?

You CAN'T stick fumbles at the low end, because then they detract from your crit chance and your overall chance (25 has 25 possible successes...no need to steal from that lot). You COULD spread crit results though, by nominating them as DOUBLEs that are a success (75 would score a crit on 11, 22, 33, etc through to 66). And if you do that, fumbles could still sit happy as-falling-off-a-log at the top end of rolls...(so then it would become....roll HIGH, but not TOO high).

To summarize - roll low AND roll high systems both work statistically (especially if you use the 'add scores above 100 to your result'), and there are ways to deal with each of them.

But, having thought about this a lot, I think I'm going to be trying out high rolls to win. If only because it uses one tiny part less math. And that, for the likes of me, has got to be a good thing at the gaming table! :D

- Q

PS Halving sucks.
 
Quire said:
Trifletraxor said:
Does this favour the lower skilled character? I'm very vell aware that if both characters roll a normal success, the lower skilled have the greatest chance of winning, however, I think the overall chance of who will win the opposed roll is pretty much the way it should be. Or am I wrong?

Well, in terms of 'margin' of success, yeah, you're wrong. :)
...
So now let's look at, say, 25 versus 75. Now 'low wins' or 'high wins' DOES make a difference, because we are dealing with ranges of numbers. 25 has 25 possible success results, 75...75. If we pick low wins, 75 has 50 possible successes that would be trumped by any of 25's successes (we're still ignoring crits for now). This would appear to be counter-intuitive, since 75 is evidently a lot more skilled than 25, and should kick its arse much of the time - certainly more than a third of the time (give or take, within the 'success range').

I know that if both roll the same type of success, lower skilled opponent is more likely to win - I don't feel that it is important. If you won by a critical or a failure doesn't matter, what matters is who wins the opposed test? And the question was, will the roll lower determine who will win the opposed test in a way that gives the right chances? I think it does.

That all makes sense (at least to me) so far. But we're still only dealing with results from 1-100 (00 being read as the ton). If we expand our experimental top-end outwards (might as well double it again), then we'll be looking at 25 versus 150.

I'm going to make a little leap here and say: we already know that halving breaks. And it breaks pretty quickly, too. So we'll go with the 'add the score above 100 to the margin of success' method.

In that case I would subtract 50 from both scores. So you'll end up with 05 vs. 100. Big guy will win for sure (not a % score likely to be encountered by my players though, unless they deceide to mess with Ralzakark or something).

Again, we can see that both 'low wins' and 'high wins' work. Again, the difference is, 'low wins' needs an additional operation.

With my the subtract amount above hundred from both skills method, you'll also only need one operation.

Now let's throw in the crits and fumbles (because crit trumps a success trumps a fail trumps a fumble). If we take a crit to mean that a LOW roll is even better, because we are looking at 1/10 of your skill rating...then suddenly LOW rolls make all the sense in the world. After all, if I'm complaining about the 'low roll' method needing extra math...how about the math involved with: figuring ten percent of your skill, minusing that from your total skill, and seeing if your roll fits within THAT range. AND, funbles are at the TOP end, so why the *uck would you want to roll high?

With my method, the crit percent would be calculated after the subtraction above hundred, as the critical # represent your chance of criticalling the opposed roll, not neccessarily the skill. Calculating 10% of a number isn't really even a calculation, so it's easy.

You CAN'T stick fumbles at the low end, because then they detract from your crit chance and your overall chance (25 has 25 possible successes...no need to steal from that lot). You COULD spread crit results though, by nominating them as DOUBLEs that are a success (75 would score a crit on 11, 22, 33, etc through to 66). And if you do that, fumbles could still sit happy as-falling-off-a-log at the top end of rolls...(so then it would become....roll HIGH, but not TOO high).

Putting fumbles at the top wouldn't pose much of a problem either with the way I'm thinking of doing the opposed roll.


When rolling skills, I prefer to roll them the way they are normally done, also when rolling opposed rolls, that's intuitive to me. What's important to me with the opposed roll mechanism, is that it correctly reflects who will most often succeed. How they succeed doesn't really matter.

Take A:25% vs. B:75%:

With my method, in total, A will win 40,72% of the times!???

AW!!! GOD DAMN!!! you're bloody right.... :evil:

SGL.
 
I can dig up some math, but basically take the case of skill 50 vs. skill 90 to illustrate the difference between roll low and roll high.

The main difference is:

With roll low, if the character with a 50 skill makes his roll (it doesn't really matter what he rolls for this example), the character with a 90 skill CANNOT WIN if he rolls between a 51 and a 90. With roll high the 90 skill always wins if he rolls a 51-90.

That is a pretty significant difference.
 
Rurik said:
I can dig up some math, but basically take the case of skill 50 vs. skill 90 to illustrate the difference between roll low and roll high.

The main difference is:

With roll low, if the character with a 50 skill makes his roll (it doesn't really matter what he rolls for this example), the character with a 90 skill CANNOT WIN if he rolls between a 51 and a 90. With roll high the 90 skill always wins if he rolls a 51-90.

That is a pretty significant difference.

That's what I just said. :D

- Q
 
Rurik said:
I can dig up some math, but basically take the case of skill 50 vs. skill 90 to illustrate the difference between roll low and roll high.

The main difference is:

With roll low, if the character with a 50 skill makes his roll (it doesn't really matter what he rolls for this example), the character with a 90 skill CANNOT WIN if he rolls between a 51 and a 90. With roll high the 90 skill always wins if he rolls a 51-90.

That is a pretty significant difference.

But what do you do with the high roll if both fail? Roll again?


What about the RQ4 version:

Pitch your critical chance (1/10 of your skill) against eachother on the resistance table? Character with the active skill throws the dice?

SGL.
 
Trifletraxor said:
But what do you do with the high roll if both fail? Roll again?

It depends on the situation, but essentially, yeah: role-play what would happen if they both fluff it, then have them both try again.

- Q
 
Trifletraxor said:
What about the RQ4 version:

Pitch your critical chance (1/10 of your skill) against eachother on the resistance table? Character with the active skill throws the dice?

And....no. See post above.

I...well...I'm not sure how to tell you guys this but...erm...oh bugger.

I'm probably the only grognard here who is actually OVER THE BLOODY MOON to see the Resistance Table gone.

I really do think opposed rolls are much 'better'.

:oops: :oops: :oops:

Sorry, guys.

- Q
 
Quire said:
I'm probably the only grognard here who is actually OVER THE BLOODY MOON to see the Resistance Table gone.

I really do think opposed rolls are much 'better'.

:oops: :oops: :oops:

Sorry, guys.

- Q
This grognard completely agrees. I ditched the resistance table back in the 90s after messing with Pendragon for a while. There are issues arising and I think MRQ has done some good stuff. I like the use of Persistence, Resilience, throwing out characteristic rolls and using spell over-charging to give an extra use for MPs. I don't think they've got it all to hang together (picking things up and breaking down doors come to mind) and every now and then old habits want to come back but I think they've made a decent stab at a system.
 
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