Someone by the name of 'yipwyg' (not me) posted the following over at RPG.net.
"I was wondering what the effect would be if instead of halving skills higher than 100 to determine the new percentage chances, you just make an addtional roll if you roll 00. This new percentage would be skill-100.
For example a person with a 125% skill, rolls to see if he succeeds.
He rolls a 90, he made it.
Same person rolls a 00, he rolls again this time with a 25% chance. He rolls a 12. Giving him a total of 112. He barely makes it.
I think this is easier than halving everything, I think it also fixes the wonkiness factor of the halving method. However, I do not know how that affects the probabilities."
I'm sure someone has mentioned it before here on the MRQ forums, but a search lead me to too many threads to possibly dig through.
So for those math wizards out there, how well would this work ?
I can see it becoming kind of strange once you get skills up in the 200% - 300% range - but how often does that really happen to a character ?
Thanks!
"I was wondering what the effect would be if instead of halving skills higher than 100 to determine the new percentage chances, you just make an addtional roll if you roll 00. This new percentage would be skill-100.
For example a person with a 125% skill, rolls to see if he succeeds.
He rolls a 90, he made it.
Same person rolls a 00, he rolls again this time with a 25% chance. He rolls a 12. Giving him a total of 112. He barely makes it.
I think this is easier than halving everything, I think it also fixes the wonkiness factor of the halving method. However, I do not know how that affects the probabilities."
I'm sure someone has mentioned it before here on the MRQ forums, but a search lead me to too many threads to possibly dig through.
So for those math wizards out there, how well would this work ?
I can see it becoming kind of strange once you get skills up in the 200% - 300% range - but how often does that really happen to a character ?
Thanks!