Sutek said:
The results in a d% game always fall between 1 and 100...so that's the goal. Even if your skill is 123, you still generate a score that satisfies a 1 to 100 result. This is true because you're rolling within the skill level range and so are effectively "trapped". In this case, that's not a bad thing because it make for less super-heroic characters and, usually, that's what d% players (and game creators) are looking for.
In the d20 systems, the goalis being infinitely powerful ad facing ever increasingly powerful foes as well. The inverse mechanic to this is the point at which low level foes start to not count towards accrued XP.
Sutek, I'm not sure I see what you're saying here. The result from a d% always falls between 1 and 100, likewise the result from a d20 always falls between 1 and 20. Probability wise, systems that use "roll under your score to succeed" or "roll a die, add your score and beat a DC" are the same.
The base mechanic of the d20 system doesn't allow for more heroic/cinematic play in itself.
For example, a character in the d20 system with a +4 modifier has a 50% chance of succeeding at the standard DC 15 test. When the DC goes up, his chance of success will go down until the DC reaches 25 when he will
never succeed. Likewise, if his modifier goes up, those DC 15 tests will become easier and easier until he reaches a +14 modifier when he will
always succeed at a DC 15 test.
In BRP, you have the same situation. A character with 50% in a skill has a 50% chance of success (well, duh :wink: ). When the task becomes more difficult (you get a negative modifier to your score), his chance of success goes down until you reach -50% tasks when he will
never succeed. Likewise, when his skill goes up, standard tests will get easier and easier until he reaches 100%, when he will
always succeed (I'm ignoring things such as 100 is always a failure/fumble here).
The systems are basically the same, they just use different numbers and different ways of handling tasks of various difficulty (change of the DC versus giving you a %-modifier to your score)
It would be a very different case if the d20 system used an exploding die (like some other systems do), where, if you rolled a 20, you'd roll again and add to your score. This would allow characters of low skill to always have a chance of succeeding at very difficult tasks.
Basically, I regard the base mechanics of the d20 system and BRP as pretty much the same. Where they really differ is when it comes to how opposed skill checks are handled, as has been said. For this, the d20 system is just so much more elegant.
dunderm said:
In the BRP system, you have to roll under the score needed for success. If you roll 100 on the d% you always fail. What do you do about skill scores over 100? Let's say 150. If you do not roll 100% and miss, you get another chance to hit again at 50%.
dunderm, is this a houserule you've come up with or is it a part of some BRP game? It's definitely not in any of the BRP games I own (Stormbringer 5th ed, CoC 6th ed and all the Swedish incarnations of BRP), but I found it an interesting idea.