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Prima System - Core Mechanic discussion.
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<blockquote data-quote="Michael Morris" data-source="post: 6266684" data-attributes="member: 87"><p>That's only true to a point. Once three or more dice are tossed, the fact that only 2 are kept throws this analogy out the window. It's also the reason why the target numbers can stay the same at all levels at play, whereas with fixed bonuses you eventually will reach a point where the target numbers that where average risks in early play become all but impossible to miss at higher level play. D&D 3.0 and its descendants suffer from this problem a great deal - once you hit +23 for skill checks then target numbers have entered a different scale. It gets worse when you have one character with a +4 and another with a +34 in the same party for the same skill. Essentially any target number the weaker might be able to hit is a give away for the stronger. Skills stop becoming a guide at what a character is good at and become a straight jacket for what they can and cannot do. 5e addresses this by capping bonuses, and that will work but I think this plan works better.</p><p></p><p></p><p></p><p></p><p>That's not what I'm doing. Yes, players get a skill point at each session end, but skill points are just that, skill points. Other things come at other rates and I'm still testing what should be at which rate. At the moment I'm testing traits on even levels, edges on levels divisible by 3 and feats on levels divisible by 5. So at the 5th level, or 5th session, you get a skill point and a feat. At 6th you get a skill point, a trait and an edge. The points are not interchangeable - you can't spend two skill points to get a trait. Part of this is to make it difficult (though not impossible) to make a completely gimped character.</p><p></p><p></p><p></p><p>When doing multiple actions the d20 is cast once. It is added to each group. So if you split your dice d12, d12+d4 against two targets, the d20 roll becomes critical for both attacks. On the contrary, if you split 2d12, d4 then it's possible to hit even with a low d20 roll with the 2d12, but the d4 is almost an afterthought to that same d20 roll.</p><p></p><p></p><p></p><p></p><p>I don't follow any of this. I also don't expect ranks to get up into the 40's either, at least not for awhile. I'll probably test things out to around 100 ranks</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6266684, member: 87"] That's only true to a point. Once three or more dice are tossed, the fact that only 2 are kept throws this analogy out the window. It's also the reason why the target numbers can stay the same at all levels at play, whereas with fixed bonuses you eventually will reach a point where the target numbers that where average risks in early play become all but impossible to miss at higher level play. D&D 3.0 and its descendants suffer from this problem a great deal - once you hit +23 for skill checks then target numbers have entered a different scale. It gets worse when you have one character with a +4 and another with a +34 in the same party for the same skill. Essentially any target number the weaker might be able to hit is a give away for the stronger. Skills stop becoming a guide at what a character is good at and become a straight jacket for what they can and cannot do. 5e addresses this by capping bonuses, and that will work but I think this plan works better. That's not what I'm doing. Yes, players get a skill point at each session end, but skill points are just that, skill points. Other things come at other rates and I'm still testing what should be at which rate. At the moment I'm testing traits on even levels, edges on levels divisible by 3 and feats on levels divisible by 5. So at the 5th level, or 5th session, you get a skill point and a feat. At 6th you get a skill point, a trait and an edge. The points are not interchangeable - you can't spend two skill points to get a trait. Part of this is to make it difficult (though not impossible) to make a completely gimped character. When doing multiple actions the d20 is cast once. It is added to each group. So if you split your dice d12, d12+d4 against two targets, the d20 roll becomes critical for both attacks. On the contrary, if you split 2d12, d4 then it's possible to hit even with a low d20 roll with the 2d12, but the d4 is almost an afterthought to that same d20 roll. I don't follow any of this. I also don't expect ranks to get up into the 40's either, at least not for awhile. I'll probably test things out to around 100 ranks [/QUOTE]
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