traveller Skill system - Alternative D100

rust said:
ShawnDriscoll said:
Without a bell curve, the chance of rolling any of those numbers is always the same though. A D100 kind of trivializes such rolls.
Well, the most simple method to determine a Critical or a Fumble
with a 2d6 system is to declare that a 2 is a Critical and a 12 is a
Fumble. The probability to roll a 2 or a 12 with 2d6 is always the
same, too, roughly 3%. That a 2d6 system has a bell curve does
not make here any difference at all.

That 3% is not the same for all 2d6 rolls though. Critical rolls are less often.
traveller_die_rolls.jpg
 
With a "2 is a Critical" method in a 2d6 system exactly 2.77 % of
all dice results will be Criticals, with a "01 to 03 is a Critical" me-
thod in a d100 system exactly 3 % of all dice results will be Cri-
ticals. I really do not see where the bell curve would make a dif-
ference.
 
rust said:
With a "2 is a Critical" method in a 2d6 system exactly 2.77 % of
all dice results will be Criticals, with a "01 to 03 is a Critical" me-
thod in a d100 system exactly 3 % of all dice results will be Cri-
ticals. I really do not see where the bell curve would make a dif-
ference.

There's a 3% of rolling a 04 to 06 with D100. Why not make those numbers criticals instead?

But yes, if you're stretching out a character's skill points to match die roll results from a D100, and removing the bell curve as well, and you don't see a difference from a 2d6 system, why use D100?
 
I prefer a d100 system to a 2d6 system because it has a better
granularity and because I find it easier to understand the proba-
bility of a success or failure. With a 2d6 system I am limited to
only 11 possible results, while I can use all 100 possible results
with a d100 system. In my experience players tend to compre-
hend a character's situation and chance of success or failure bet-
ter with "he has a x % chance to succeed" than with "he needs
a x to succeed". Besides, with a d100 system I can very easily
borrow ideas and subsystems from other games, it takes only a
few seconds to convert the probabilities of any other system to
those of a d100 system, because all probabilities are by nature
percentile.
 
rust said:
because all probabilities are by nature
percentile.

Not sure about that. Opening a boring unlocked door always opens. But a D100 roll suggests that there is just a good a chance that the door can kill you somehow.

Also, have you ever seen a bird fly into something? Crash into a trashcan, a barn, a tree trunk, the ground? I wonder what curve they use for their die roll.
 
ShawnDriscoll said:
But a D100 roll suggests that there is just a good a chance that the door can kill you somehow.
Hardly, if it is a boring unlocked door it will open on a
result of 01 to 100 on a d100. :lol:

Edit.:
More seriously, what kind of idiotic referee would let
someone roll dice for something which is obviously
an automatic success ?
 
I thought you said everything was a percentage? And 100% doesn't count as a percentage. That's obvious. I understand your reasons for using D100 though.
 
ShawnDriscoll said:
I thought you said everything was a percentage? And 100% doesn't count as a percentage. That's obvious.
Actually what I wrote was:
... because all probabilities are by nature percentile.
And as I see it a 100 % chance is not a probability, it is a certainty. :wink:
 
ShawnDriscoll said:
lastbesthope said:
Well yes 2d6 isn't too easy to map onto d100, but it's close

Comparing d100 to 2 d6

0-2=2
3-7=3
8-15=4
16-26=5
27-40=6
41-58=7
59-72=8
73-83=9
84-91=10
92-96=11
97-99=12

Ok. You're just switching out the dice. You still have the 0-99 range, which Traveller doesn't use. And using 2d6 would make even less sense for those numbers.

Well you asked me how to build the curve into the chart, that's the only thing I gave you. You don't like d100 that's fine.

LBH
 
rust said:
More seriously, what kind of idiotic referee would let
someone roll dice for something which is obviously
an automatic success ?

Good point.

On the larger topic, it really comes down to a style of play. CT’s d6 rolls feel funky and dated, but they assign a real “old school” fast-&-loose feel to the play, not too granular, not too picky about what particular skill or knowledge is being applied, which is why I prefer CT’s abstraction over GT’s precision. "Winging it" feels like Traveller to me.

Seems like people laugh more, act out a bit more, in old school style of play; but I guess if your goal is strict avoidance of the ridiculous, that is not a desired outcome.

Nice thing about a d100, though, is you can make quick probability assignments on the fly. If you assign that 40% of reasonably fit humanity can leap a particular chasm, then it is an easy confirm and probably one that should not be weighted by a bell curve. If you’re a purist, you could d66 it; but I think in some cases players appreciate the simple declaration of chance and the open roll that confirms it.
 
Lemnoc said:
Nice thing about a d100, though, is you can make quick probability assignments on the fly. If you assign that 40% of reasonably fit humanity can leap a particular chasm, then it is an easy confirm and probably one that should not be weighted by a bell curve. If you’re a purist, you could d66 it; but I think in some cases players appreciate the simple declaration of chance and the open roll that confirms it.

And when a critical failure is rolled, how is it explained and handled?
 
This is a bit off topic, but in my view there are situations where a
Critical or a Fumble does not make any sense. For example, when
a character attempts to jump across a chasm he either succeeds to
land safely on the other side or he fails and takes falling damage.
Under normal circumstances a Critical cannot result in a better out-
come than reaching the other side (no jury there to give points for
the jump's style ...), a Fumble cannot be worse than falling into the
chasm (and no need to add insult to injury ...).

That said, I usually leave it to the player to describe the consequen-
ces of a Fumble, in my experience good players are less likely to be
too generous than I would be. :twisted:
 
ShawnDriscoll said:
And when a critical failure is rolled, how is it explained and handled?

Catastrophe! :D

But... What rust said, really. If you're using a d100 as a fast alternative to a d66, to resolve some obscure matter on the fly or not on some table, it either succeeds or it fails. Crits aren't exactly native to CT, although they do provide an extra groan factor in play.

Like rust, my players expect to be thumped a little harder (either on the head or on the back) when they roll to extremes on the dice, and it is not too hard to amp up the normal effect... DamageX2, Time/2, etc. Honor the dice, but don't make them Pope.
 
OK so let me start off...I started this thread and it is my basic D100 system that we are talking about here. I have been gaming since I was 12yrs old and I am 48 now. I started with D&D, then Gamma World and then Traveller. I eventually also collected Hero Systems version 5R, and many others including Basic Roleplaying D100 systems.

Now over the many years I have been extremely lucky in having the funds to be able to buy lots of stuff and be able to keep it to add to my vast library of gaming stuff. Currently I have three main systems inwhich I use or game with. Now they are D&D version 2.5 using many of my own house rules, these same rules are apart of the system that I use throughout my different genres. Next I have Gamma World which really is run with many of the same rules that I now use for Traveller. Now I have liked Basic Roleplaying for years, and based much of In House Game system off of it.

All my systems are a skill system using D100 percent roll, along with a Attack vs Defense Combat system, and hit point distribution system for damage. I even have a experience point system worked out for Trabveller as well too, so there can be some character grouwth and developement.

The real trick for me is I am a GM that loves Roleplaying, and I usually have Plots within Plots within Plots leading in all different directions. I like to keep my players guessing and have become quite good at creating a playing environment which allows the players to direct their own ingame direction within the campaign itself. Now I should state there are many plots all runing at all times within my own designed campaign world, and some times when the player ignore a sertain plot line, it will come back to them further down the line and the plot always thinkens and advances. there is nother better than to sit back at my gaming table and watching my 7 player debate which plot they should follow and what might happen if they don't follow certain others.

Now as to the skill system, as I have stated I am not a Min-Max player or GM and my whole systems is based arround the concept of keeping everything simple and playable. I want my players to focus on the situations, and plots, and roleplaying...not the rules mechanics. The D100 skill based system really does this.

Penn
 
Now as I said earlier within the thread the basic skill is (3) Stats all added together followed by 5% times each level of skill the player ends up with all added to gether to come up with the base skill roll.

Now as I also said the Modifiers that I use are +20% for easy/basic tasks, 0% for standard tasks, and -20% for extremely difficult or underpreasure task rolls. Also I also look at players skill level too to determine what must be done.

level:0 - player gets the 3 stats as a base roll to have a chance, otherwise a player is based off of ONE stat as their % chance to do anything.
level:1 to 3 - player gets the standard base as stated above for their shkill. Now this levels of skill means the player is really not very skillful but still trained, a real newbie or junior skilled member.
level:4 to 6 - player is considered as trained or skilled in this skill tasks, and many times might not even have to make a roll at all to do a very basuc task. Oh if they are under preasure, I might make them make a task roll just the same.
level:7 to 8 - player is proficient ly trained in the skill, and quite good at it. Most basic skill tasks are a given and even many standard ones are a given completion as well too. Now as before underpreasure sition might force a player of this level to have to make a skill roll on standard tasks.
level:9 to 10- player is a master in the skill and all easy and standard tasks even under preasure are a given success. These players or NPCs are the best of the best in thois skill. As always mods might apply depending on the situation

Also if someone fails a roll, I let the player roll their luck. That is a simple d100% vs the DM making a roll too. If they roll abve what I roll, then they might get some further details about what might have caused them to fail, or even the knowledge that they actually did fail. These are always details that might help the roleplaying of the situation better. It is a rather free flowing system, meant to add to game play and fun of roleplaying and the like.

Penn
 
More seriously, what kind of idiotic referee would let someone roll dice for something which is obviously an automatic success ?

Me, on occasion (although admittedly not very often). Especially for Recon checks.

Of course, said player doesn't necessarily know it's an automatic success at the point he tries. Maintaining player paranoia levels is an important process.



Simple systems are good. Same reason I liked the Secrets of the Ancients episode 6 edition; generic stat+skill test, no real modifiers, more about coming up with suitably outre ideas than playing the probabilities game.
 
locarno24 said:
Of course, said player doesn't necessarily know it's an automatic success at the point he tries.
No problem with that, I was thinking of dice rolls for binding
shoelaces (Fumble: Character stumbles and breaks his neck)
or for remembering to breathe (Critical: Character breathes
too often and hyperventilation leads to unconsciousness). :shock:

[Rolemaster system, I am looking at you ... ]
 
rust said:
locarno24 said:
Of course, said player doesn't necessarily know it's an automatic success at the point he tries.
No problem with that, I was thinking of dice rolls for binding
shoelaces (Fumble: Character stumbles and breaks his neck)
or for remembering to breathe (Critical: Character breathes
too often and hyperventilation leads to unconsciousness). :shock:

[Rolemaster system, I am looking at you ... ]

Rolemaster wasn't that bad. Well its had its problems but you couldn't kill yourself breathing. Cutting a loaf of break or cheese or meat on the other hand. Even on the A tables those 66s were nasty.

Lots of Rolemaster chefs with regenerated fingers and arms. :roll:

Anyway it is possible to break your neck while walking, its just a bit less likely that 1% since I have heard of it happening twice so thats 60 odd million to two over the last ten years. Call it one in 300 million chance. Slightly less dangerous than a Rolemaster game :wink:
 
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