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Game Design: Good average chances of success for all situations?
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<blockquote data-quote="Kannik" data-source="post: 9214297" data-attributes="member: 984"><p>For me I would still say it 'should' be between that 66%-75% range chance of success for 'typical' challenges for a character of a particular tier or experience. (Or is expressing it in fractions better? 2/3 to 3/4?) There'll be easier challenges and opponents, with adjustments accordingly, and opponents that are typical now will become easier as the character is more experienced and vice versa. But overall that, IME and IMHO, is the sweet spot to allow for uncertainty and the tension of failed rolls (and the fun of dealing with the outcomes of such failures) without feeling like the character is incompetent and becoming frustrated. </p><p></p><p>(Note that this value can still be used in 'harder' games; for example if good positioning and tactics are meant to be important, then set the difficulty such that, with a reasonable amount of said positioning and tactics, the chance of hit success is around 70%. That way it will facilitate and support the players to seek out those advantages.)</p><p></p><p>I used this for own game system (the Aurora RPG Engine), with the baseline competent roll equaling just a smidge over 75%. As a happy accident, it's also easy to pick a slightly different baseline which equates to 66%. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Kannik, post: 9214297, member: 984"] For me I would still say it 'should' be between that 66%-75% range chance of success for 'typical' challenges for a character of a particular tier or experience. (Or is expressing it in fractions better? 2/3 to 3/4?) There'll be easier challenges and opponents, with adjustments accordingly, and opponents that are typical now will become easier as the character is more experienced and vice versa. But overall that, IME and IMHO, is the sweet spot to allow for uncertainty and the tension of failed rolls (and the fun of dealing with the outcomes of such failures) without feeling like the character is incompetent and becoming frustrated. (Note that this value can still be used in 'harder' games; for example if good positioning and tactics are meant to be important, then set the difficulty such that, with a reasonable amount of said positioning and tactics, the chance of hit success is around 70%. That way it will facilitate and support the players to seek out those advantages.) I used this for own game system (the Aurora RPG Engine), with the baseline competent roll equaling just a smidge over 75%. As a happy accident, it's also easy to pick a slightly different baseline which equates to 66%. :) [/QUOTE]
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