Deleriad said:RQ has *always* worked on the premise that nurture (training) trumps nature.
So explain characteristic rolls, then?
Deleriad said:RQ has *always* worked on the premise that nurture (training) trumps nature.
iamtim said:Deleriad said:RQ has *always* worked on the premise that nurture (training) trumps nature.
So explain characteristic rolls, then?
iamtim said:IOpposed Skill Rolls: uses a "degrees of success" style system -- crits trump successes, successes trump failures, failures trump fumbles. In the case of equal level results, the win goes to the player who rolled the lowest under his skill (so a 25 on a 90% beats a 50 on a 90% because 90-25 > 90-50). Skills with high levels (over 100%) are not halved.
duncan_disorderly said:iamtim said:IOpposed Skill Rolls: uses a "degrees of success" style system -- crits trump successes, successes trump failures, failures trump fumbles. In the case of equal level results, the win goes to the player who rolled the lowest under his skill (so a 25 on a 90% beats a 50 on a 90% because 90-25 > 90-50). Skills with high levels (over 100%) are not halved.
These all look good, but I'd change "lowest under his skill" to "Highest Roll" for the following reasons
duncan_disorderly said:These all look good, but I'd change "lowest under his skill" to "Highest Roll" for the following reasons
(...)
Mugen said:duncan_disorderly said:These all look good, but I'd change "lowest under his skill" to "Highest Roll" for the following reasons
(...)
I think the reason why iamtim introduced this method is it doesn't ask for the introduction of a special rule for 100%+ skills.
Deleriad said:The characteristic rolls were always an anomaly.
Deleriad said:The characteristic rolls were always an anomaly. I ran a *lot* of RQ3. As soon as Dodge came into the game, DEX*5 became problematic. Had more than one situation like the following:
"Everyone make a DEX*5 roll to avoid the falling boulders."
"Can I make a dodge roll instead"
"Yes" and then the later logic of "what's the difference between a dodge roll" and a dex*5 roll?
Most times in BRP the characteristic rolls were used when you weren't sure what else to do:
An "idea" roll of Int*5 when you thought that that a player was being dimmer than his character
A "luck" roll for when there was no obvious recourse to anything else and so on.
Gnarsh said:The problem with the "high roll under skill" mechanic is that it does not accurately manage skills that are over 100%. And it's counter to the "standard" idea that rolling low is better then rolling high.
To be honest, if I had stuck with resistance tables I would have done what Nephilim did and replace all characteristic rolls with resistance rolls.Trifletraxor said:The characteristic rolls worked fine. Characteristic x 1-10, depending on the situation.
STR: used resistance rolls instead.
CON: fatigue, rdrowning, educe bleeding/be heroic, resist disease.
SIZ: used resistance rolls instead.
INT: get out of befuddle, realize you're demoralized, have the character remember something he have heard before. (never idea rolls! my players were always begging for those. " but i'm stupid, my character has INT 17, he should know what to do...)
POW: acts demonstrating willpower, and the blasted "luck rolls" (for those cases when you're just not sure to be nice or not)
DEX: remain standing after the knockback, avoid falling of the narrow, slippery bridge while running, etc. if dodge or jump is appropriate, please choose the one with the highest chance.
APP: never used.
SGL
iamtim said:Not only that, but it seems silly to have a mechanic that is roll low sometimes, roll high other times. That's counter-intuitive. A unified, "roll low alla time" mechanic makes a lot more sense.
Me too. That's why I advocate a simple comparison of the number on the dice. Is A>B is a much simpler comparison than Is (A-X) > (B-Y)Gnarsh said:I'll freely admit that this part is a preference only, but I personally *hate* the idea that I have to go through some mental gyrations to figure out if I "won" an opposed roll...
iamtim said:Not only that, but it seems silly to have a mechanic that is roll low sometimes, roll high other times. That's counter-intuitive. A unified, "roll low alla time" mechanic makes a lot more sense.
At least, IMHO.
duncan_disorderly said:Point taken re: skills over 100%, but I don't understand this "Counter-intuative" argument.
iamtim said:duncan_disorderly said:Point taken re: skills over 100%, but I don't understand this "Counter-intuative" argument.
Always roll low = intuitive.
Always roll low except for this one situation when both opponents have succeeded then you want to have rolled high = counter-intuitive.
What's hard to understand about that?
Speed is not the issue. Consistency is. And the "both succeed = high roll wins" is not consistent.
Rurik said:Improving skills and attributes has always been a roll high mechanic.
iamtim said:duncan_disorderly said:Point taken re: skills over 100%, but I don't understand this "Counter-intuative" argument.
Always roll low = intuitive.
Always roll low except for this one situation when both opponents have succeeded then you want to have rolled high = counter-intuitive.
What's hard to understand about that?
Speed is not the issue. Consistency is. And the "both succeed = high roll wins" is not consistent.