Maybe they'll never change the rule and I'll never buy the game
That is strange....you would spend £15 on about 5 lines of information? Just tipex out those lines, change the rule and enjoy the rest of the book
Maybe they'll never change the rule and I'll never buy the game
Colonel_Jenkins said:Lorgryt said:Expectations aside, halving rule aside, my post was really about what I saw as screaming at the wind. Again, “If you like it, buy it; if you don’t, don’t. Complaining about it is pointless.” Blackmail even more so.
If this has seemed “over the top” or “harsh,” I apologize for the offense my pointing out the offence has caused.
First of all, saying that I am "blackmailing" Mongoose crosses the line from shilling to libel. Blackmail is a criminal act by which a party extorts money from another party by threatening them.
Your failure to understand the meaning of the term "blackmail" and the irresponsible way you misuse the term pretty much says it all. But just for the purpose of educating you, let me break it down:
1. I was interested in purchasing MRQ (for several reasons).
2. When I found out about the "halving rule" I decided I am not buying MRQ.
3. If they changed the halving rule, I would buy MRQ.
Somehow that's blackmail? That's just customer feedback. "I won't buy your product because of X. If you changed X, I would buy it."
"Blackmail"? Grow up.
Maybe they'll never change the rule and I'll never buy the game. Fine - I'm just telling them how to get my money.
Lorgryt said:Rurik said:The other is that because halving maintains the ratio of odds (as in your example) the chance of success is the same, which is also not true.
Math is fun... we can argue till we are blue, because we are not arguing the same point. Yet we do both agree... the rule... how shall I say it... sucks.
Lorgryt said:So, rather than expecting to force Mongoose to fix what they have proven works in play testing by threats just do one of two things... don't buy the game, or make a house rule. Arguing about it or whining about it is fruitless.
Legendary Heroes, I have a feeling, will answer a lot of questions about the high level skill rolls over 100%. What is in the main book is a quick fix in my opinion, just to cover the basics that will need a whole book to cover.
Charles
SteveMND said:They can say a lot of things.There is one reason, and one reason only, why anyone would try and get the name of a product originally created by others, and that's name recognition.
They may say they knew a lot of the old guard may not like what they were doing, but they were counting on us to a certain degree.
Lorgryt said:Public Apology is in order. I am sorry for the statement. The post seemed to me to be whining and pouting... a kind of emotional blackmail. I stated it overly hard. I am sorry.
I can see your point to why you posted, and can understand your disappointment. However, I felt (and it is what I felt) that you were trying to use your statements to cause Mongoose to change to the game to fit your desire rather than just making a rule change on your own. Sorry for placing the wrong emphasis on your post.
atgxtg said:How 'bout Glorathan Edition!![]()
Rurik said:Matt himself said that use of the halving rule was very controversial in the Mongoose offices. It is not broken per se, it has two big advantages:
1) Simplicity.
2) It preserves the ratio between skills. This helps with very high skills.
For a skill of 101 (or 202, or 404) the halving mechanic penalizes the character who just crossed the threshold into halving. But it works well for very high skills, say 360 vs 320. Rather than reducing that 60 vs 20 as most methods that 'bump' or reduce by multiples of 100, halving turns it into a 90 to 80 contest, which seems a better representation of relative skill.
Rurik said:That being said there are ways of improving the fairness (read: decreasing the penalty for halving) that do not add complexity.
Halving may playtest well, it is simple and sounds fair on the surface. Some players will be happy with it, others will not. And I imagine many accept it as fair on face value, but will start to become suspect once they first increase a skill over 100 and start losing a lot more opposed rolls than they used to.
Mongoose Steele said:That's math I can wrap my head around. All the statistical stuff going around on the other threads was making my teeth numb and my eyes dry.
Heh heh, Tim...from the number of PMs I've gotten, you are not the only one. For all the ruffled feathers over the mechanic, you all might be surprised at how smoothly it plays. Hard math or no.
Regardless, as we say in all of our stuff...your enjoyment is what is important! Do what you need to in order to have fun!
Cheers all,
Bry
Lord Twig said:Once again the system I have suggested is forgotten, although I have yet to hear a single problem with it. Simply put. The 377 player rolls a D100 four times. The first three are added together, the last is added only if it is below 77. The player does the same except the last has to be under 33. Simplicity itself. Add in the rather plain rule that 96-00 always fails on the first roll and that any roll of 96-00 after that prohibits any more re-rolls and you are set.
iamtim said:Actually I think the simplest solution -- not that I think one is needed any longer, now that I see the reasoning behind it -- is this:
Just roll d%. Use criticals and fumbles. As skills go up, so does their chance to crit while their chance for automatic failure goes down. Crits trump successes, successes trump failures, failures trump fumbles. With two normal successes, he who wins by the most wins. With two failures, they both fail.
No math unless of two successes, then it's just determining degree of success.
So in the case of 350% vs. 125%, if the rolls are 34 and 50, the 350% wins because 34 is a crit. If the rolls are 44 and 50, the 350% wins because 350-44 > 125-50. If the rolls are 95 and 98 the 350% wins because 98 is a failure.
That seems totally simple to me.
iamtim said:Actually I think the simplest solution -- not that I think one is needed any longer, now that I see the reasoning behind it -- is this:
Just roll d%. Use criticals and fumbles. As skills go up, so does their chance to crit while their chance for automatic failure goes down. Crits trump successes, successes trump failures, failures trump fumbles. With two normal successes, he who wins by the most wins. With two failures, they both fail.
No math unless of two successes, then it's just determining degree of success.
So in the case of 350% vs. 125%, if the rolls are 34 and 50, the 350% wins because 34 is a crit. If the rolls are 44 and 50, the 350% wins because 350-44 > 125-50. If the rolls are 95 and 98 the 350% wins because 98 is a failure.
That seems totally simple to me.
iamtim said:Just roll d%. Use criticals and fumbles. As skills go up, so does their chance to crit while their chance for automatic failure goes down. Crits trump successes, successes trump failures, failures trump fumbles. With two normal successes, he who wins by the most wins. With two failures, they both fail.
No math unless of two successes, then it's just determining degree of success.
So in the case of 350% vs. 125%, if the rolls are 34 and 50, the 350% wins because 34 is a crit. If the rolls are 44 and 50, the 350% wins because 350-44 > 125-50. If the rolls are 95 and 98 the 350% wins because 98 is a failure.
That seems totally simple to me.
Lord Twig said:Once again the system I have suggested is forgotten, although I have yet to hear a single problem with it. Simply put. The 377 player rolls a D100 four times. The first three are added together, the last is added only if it is below 77. The player does the same except the last has to be under 33. Simplicity itself. Add in the rather plain rule that 96-00 always fails on the first roll and that any roll of 96-00 after that prohibits any more re-rolls and you are set.
So is it easier to divide 377 and 333 by four each then roll and compare? Or is it easier to add 29+53+87+61 and 34+15+74+18 (just rolled randomly). Actually just looking at the numbers I can tell the first succeeded. But to be sure [quick math] you have 230 vs. 141. Yep, the first one succeeded. This does add a lot of luck in the dice rolls, but you will always get a winner and when you are at a skill level that high does 44 points make that big a difference?