|
Post by LittleBano on Aug 26, 2004 9:43:58 GMT -5
Well the d100 would allow more accuracy on the success ratings then the d10 would. There could be levels of success based on what is rolled.
Example - Say the character needed to get 50% to succeed at repairing the car. Well if the character rolled a 50% then it would be fixed, but say if it is 20% above the difficulty level it is fixed in a superior manner, 20% above that it is even better and has more ability to it... or something like that.
It all comes down to whether you want to know if the character just succeeded or failed, or if you want to know the quality of success or failure.
|
|
|
Post by Merkuri on Aug 26, 2004 10:08:24 GMT -5
That's a very good idea, CH, but I don't think it mixes well with what we were saying before. As I recall (I should've been keeping up with my own thread, too), we seemed to be working off of the White Wolf system, except using d100s where they used d10s. So in the Spanish example there actually were more than three possible outcomes. However, there were only three outcomes for one roll. The player would roll several times based on his abilities, and the amount of sucesses (minus botches) would determine exactly what happens.
I like your suggestions better, though. Ours seems way too complicated, maybe it's better to just make it a straight percentage roll. We could leave it up to the DM to decide exactly what happens when the player's only two points away from the success line.
And re-reading the Spanish example, I think something needs to be re-hashed. It doesn't make sense for a roll of 10 to be a botch and an 11 to be a success while the normal failures to be all the way up at 71. I think the rolls should go botch-fail-success or success-fail-botch, where success and botch are on opposite ends of the number scale. Now, it's more intuitive to have successes be high numbers and botches be low numbers. So if our target/botch numbers are 70/10, that would mean that a roll of 70 or higher is a technical success while a roll of 10 or lower would be a technical botch. If a character rolled a 70 exactly the DM could rule that he just barely gets his point across, while if he had rolled a 98 he could convince the native Spanish speaker that he was native as well. Note that with this system a difficulty of 70/10 is harder than a 50/10.
Now, the problem with this system is that we no longer know how to incorporate the character's natural ability and skills. Any suggestions? A straight roll modifier? Or something more complicated?
|
|
|
Post by Merkuri on Aug 26, 2004 10:09:43 GMT -5
And allow me to say, Wohoo! There are more than two people participating in the forum again! Welcome back, guys.
|
|
|
Post by EK - Shadow of Death on Aug 26, 2004 11:11:15 GMT -5
If we just go with multiple rolls, one for each relevant stat point, then we'd incorporate them and be able to account for the degree of success. For example, if a beginning Spanish student (1 point) was trying to speak with a native, there is no way that they would be able to onvince them that they are a native. The only possible outcomes are 1 success, which can translate to being able to carry on a basic conversation, or no successes, which only indicates that they are trying to speak Spanish but can't. However, a Spanish masters' student (7 points) who's also studied generic romance languages (2 points) has a far better chance. With at least 3 successes (likely), the student will be able to convince the native that they are also a native speaker. With 5 successes (possible, but not likely) the student might be able to serve as a Spanish-language speechwriter or something. At some point, of course, other skills (such as speechwriting or manipulation might come into play alongside the language trait).
|
|
|
Post by Merkuri on Aug 26, 2004 13:41:38 GMT -5
But you know, EK, if we go with that system then why bother to use a d100? It just seems excessive. I think we should do one or the other.
|
|
|
Post by LittleBano on Aug 26, 2004 14:11:27 GMT -5
Yeah, if we are going with each rating point in the stat is a die, then using d100s is very excessive. That would mean that difficulties could be in the 500's and such which seems a little rediculous.
|
|
|
Post by CosmicHorror on Aug 26, 2004 15:07:25 GMT -5
The player would roll several times based on his abilities, and the amount of sucesses (minus botches) would determine exactly what happens. Ohhhh.... I see now. d10 does seem better for that, since, like Little Bano said, you'd get some pretty ridiculous targets.
|
|
|
Post by EK - Shadow of Death on Aug 26, 2004 16:04:01 GMT -5
True. Not to mention the fact that counting the number of successes is a lot more definitive than arbitrary measurements going along a 100 point scale.
|
|
|
Post by Merkuri on Aug 26, 2004 20:05:18 GMT -5
So what would we rather do? Multiple rolls of a d10 (or something equally small) or one roll of a d100?
|
|
|
Post by EK - Shadow of Death on Aug 26, 2004 22:53:04 GMT -5
I'm in favor of multiple rolls of d10. Not only because its a tried and true system, but also because it allows for a bit more fairness in the system than the arbitrary d100
|
|
|
Post by LittleBano on Aug 27, 2004 7:29:54 GMT -5
I like the multiple d10s as well, partially because I am biased to the White Wolf System, but also because there is more randomness to it. Gives a higher chance of success or failure. It's always a pain when something doesn't happen when you were only able to roll one die.
|
|
|
Post by Merkuri on Aug 27, 2004 9:53:16 GMT -5
Okay, we'll go with the multiple rolls of a d10. We should be careful that we don't reproduce the WW system, though, because then we may run into copyright issues.
Now, putting this together with what we were talking about before, how would we work in a character's natural abilities and knowledge (tacit and explicit)? Do we want to keep going with WW's system and say that abilities and knowledge determine the number of dice to be rolled, or do we want to do something different?
|
|
|
Post by LittleBano on Aug 27, 2004 10:34:12 GMT -5
Honestly it would have to be something different because of the copywrite problem. As to what exactly it would be I'm not to sure.
We could do it where you roll the number of dice equal to the stats being used and it is the total of that roll that determines success or failure...
|
|
|
Post by EK - Shadow of Death on Aug 27, 2004 11:19:34 GMT -5
The only concern about using such a method is that it might become too cumbersome. As I recall, White Wolf hasn't copyrighted this dice-method, and though we'll be recognized for using their dice-method, there shouldn't be a legal issue.
|
|
|
Post by CosmicHorror on Sept 26, 2004 16:21:09 GMT -5
It should only be an issue if we try to market this game. Otherwise we shouldn't run into any legal hassle whatsoever.
|
|