atgxtg said:
Archer said:
atgxtg said:
Roll Skill or less =success
Roll under 1/2 skill = 2 success
Roll under 1/10 skill = 3 success
Roll under 1/100th skill =4 success
Sounds overly complicated. Why not use something simpler.
Example; You roll vs 80%, you roll 63. You get 6 successes (counting only the 10ths).
That was how my own Genesis system was going to work.
Becuase simplier is not always better, and sometime over-complicated is really just factoring in for things that you might not have considered or decided not to factor in.
(...snipet...)
Now if we modifeed you system a little, it could get interesting. For example, we could add in "automatic" success for skill scores over 100. THis would give Rusk an extra 5 success for a 150% skill. THis would be good except it will become impossible to overcome a 100 point skill difference. We would proably want a crtical hit system to offset this.
LOL, I was going to wait to see if someone began arguing against my idea, before I revealed it further. But it seems the idea are so simple, that everyone just assumed correctly on how it was going to work, with a slight difference.
You are correct, I was going to give +1 Success / 10% above 100% as a bonus.
But to resolve the problem of overcoming a 100+ difference the following was going to be used in the Genesis system (as it it now, Genesis might see the day after all, it all depends on what I think about MRQ when I get my hands on it).
To resolve the problem 100+% difference, the following mechanic was going to be used on Criticals.
If you roll a critical (which was a double roll under your %, imposing a limit on the chance to crit) and your % is belov 100, you roll a second skill roll, and if that is a success, you add the successes of that roll to the first.
Example; Rurik Runespear has a 80% skill, he rolls 66 (a crit) which gives him 6 Successes. He then rolls again against his 80%, and rolls 54, adding another 5 successes to his previous 6 for a total of 11 successes.
A character that has a skill of 100+% and rolls a critical rolls again as above. But after the second roll, if that is successful. He may choose to roll yet another roll and add to the first. But this comes at a price (the gods of luck are fickle, and may not favor you).
First of all, the third roll reduces 100% from his % to succeed. And if this roll fails, he retains only the original sucesses on the first roll, but has to half them.
So say, that a character with 150% rolls, he gets 54 on his first roll (5 successes), rolls a second time for 84% (8 successes), and opts to tempt fate (which is what the rule was called) by rolling a third time, this time at 50% (150-100=50), and rolls 51% A FAILURE (he gets too overconfident and manages to turn an advantage into a disadvantage). The gods laugh at the foolish mortal that tempts fate, and he gets only to keep his original 5 successes, which are halved to 2.5 (rounded down to 2).
A character with 200% may attempt a fourth roll, a 300% character a fifth roll and so on. But each additional try uses the Tempt the fate rule, and he may end up paying a heavy price for his arrogance (trying to show off can fail miserably).
On opposed rolls, you only compare the number of successes rolled. Highest number wins.
An optional rule was that you could reduce the winners number of successes by the amount the looser got.
Number of successes in Genesis was used instead of dice rolls for damage etc. So damage from a weapon depended on your skill with a modifier depending on the weapon. This meant that a dagger could potentially be as lethal in skilled hands as a longsword in a less skilled persons hands.
Damn, now I am tempted to start working on my Genesis system again. It was going to be an OGL system, which basically is quick and easy to use, but draws on my 20+ years of experience as a player and GM, in what works and what does not work. Which adds up to a heavily modified BRP.
atgxtg said:
Optionally, we could just give Rusk two rolls, one at 100%, and one at 50% and count the successes. THis would balnce out nicely for the lower skilled characters, but maintain Rusk's advantage. It is, however, a bit clunky.
Just as you can see above, that was basically what was done. But you have the Tempt the fate rule to make it a bit of a risk. Not every player are going to risk it all the time.
Yes, it is a bit clunky. But considering that that was the most clunky rule in the whole Genesis system, I found it to be acceptable.
The situations where it came into play were few, and during the playtest of the Genesis system, it was not as much slowdown as doing division on the fly is. Removing an even 100 from a 100+ score is a no brainer.
With the Tempting fate rule, it also added a lot of tension, especially when things were balanced and the more skilled opponent found that he had to risk it all in order to overcome what is essentially an inferior opponent.
An equal amount of successes resulted in a tie, which was going to be used for all sort of intressting things.