Flexor the Mighty!
18/100 Strength!
I'm fine with either. A percentile system is no less of a burden to handle than D20 beat a DC so it works fine at the table, even mixed with another mechanic.
Unified mechanics all the way. It's ironic that grognards who dislike the complexity of 3.PF would want to retain the old mess that was pre-3,0:
Unified mechanics all the way. It's ironic that grognards who dislike the complexity of 3.PF would want to retain the old mess that was pre-3,0:
Low THAC0 is good, low save thresholds are good, high ability scores are good. Roll high when you swing your sword, roll low when you're picking a lock. Roll under your unmodified Dexterity score to catch the goblet that fell off the table (how the average DM would probably resolve something that wasn't covered by a non-weapon proficiency), roll under your ability score as if it was 3 lower than it actually is when trying to use this non-weapon proficiency, roll under your ability score as if it was 3 higher than it actually is for this other non-weapon proficiency. Roll a d20 when you swing your sword, resist the wizard's charm, or dodge the dragons's breath weapon. Roll % to disarm a trap or survive resurrection. Roll a d6 to notice secret doors. Roll a d10 to determine initiative.
Devil's advocate question: is that really harder to remember 3d6 for skill checks and 1d20 for combat than having different damage dice for different weapons? In other words, in D&D I know my sword does 1d8 and dagger does 1d4. So having 3d6 skill checks and 1d20 combat rolls would seem just as easy to remember(?)
It's not so much that it's more complicated, as it is that the complexity is less useful.Devil's advocate question: is that really harder to remember 3d6 for skill checks and 1d20 for combat than having different damage dice for different weapons? In other words, in D&D I know my sword does 1d8 and dagger does 1d4. So having 3d6 skill checks and 1d20 combat rolls would seem just as easy to remember(?)
I don't really have a preference between consistent & varied mechanics, but I must admit that, having learned RPGs with B/X and AD&D, I still think of things in those terms. You want to roll low for ability checks and high for combat. I still think of armor class as running from 10 to -10. It could be pure nostalgia as well, but I do think there is an undefinable flavor and character to those old messy mechanics. I don't recall having a hard time learning when to roll high or low, or that you use a d6 for surprise and a d20 for saves. But that was a long time ago in a galaxy far, far away.It is not really that ironic once you have learnt all the old stuff then it is probably easier to keep going then relearning a different system.
I don't really have a preference between consistent & varied mechanics, but I must admit that, having learned RPGs with B/X and AD&D, I still think of things in those terms. You want to roll low for ability checks and high for combat. I still think of armor class as running from 10 to -10. It could be pure nostalgia as well, but I do think there is an undefinable flavor and character to those old messy mechanics. I don't recall having a hard time learning when to roll high or low, or that you use a d6 for surprise and a d20 for saves. But that was a long time ago in a galaxy far, far away.Shasarak said:It is not really that ironic once you have learnt all the old stuff then it is probably easier to keep going then relearning a different system.
Fair enough. Each to their own.I didn't have a hard time learning them as well, but 3.0's unified mechanics were a breath of fresh air nonetheless and I didn't miss the old ways one bit.
It runs aground on relative difficulty. Are you opening a stuck door, lifting a portculis, bending an iron bar, a bronze bar, an adamantine bar? Roll under with a bonus? Roll under by X, so rolling 1 is your best effort?Rolling under your stat was the simplest of all. Your strength is a 14, roll under that on a d20. The End. No calculating proficiency or consulting a sheet to see what your modifier is, just roll the die and see the result.