Alternity 2e Wish List

I'm very ambivalent on Alternity's dice-rolling mechanic. I think it adds flavor to the system, but I also think it's somewhat unintuitive. In concept I like the idea of bonus dice, but I don't think it really gels as written. On the other hand, again, I think it makes the system distinctive. I just can't help but think it would be so much easier to use static modifiers. In any instance, I would make higher = better; it goes a long way towards making it easier on everyone (not all of us are mathies).

It sounds to me like you want the D20 system. Replace bonus dice with static modifiers and higher=better, that's D20 in a nutshell.
 

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If you want to simplify the dice system then the quickest way is to eliminate some of the steps. Instead of d4, d6, d8, d12, d20, 2d20, 3d20 it would be better to go with either d4, d6, d8 and leave it at that or go with a broader pool of d4, d12, d20. The only problem is that it will require a broader rework of the skill system.

I like the UA dice mechanic choice, but it loses the feel that Alternity had. Also it suffers from the same flaw as Alternity in that it was designed pre-d16. Until someone gives the industry a reason to include the new die types they will always be hard to find, but I think once a game or two comes out that incorporates the unique dice that could change.
 

It sounds to me like you want the D20 system. Replace bonus dice with static modifiers and higher=better, that's D20 in a nutshell.

Well, higher=better is simply more intuitive. There's a reason why it was adopted, and it wasn't because of change for the sake of change. It's the same reason people decried THAC0.

As to the dice part, I don't disagree it's in large part due to the D20 system. It's an elegant system, which is something I think a lot of game designers either by choice or by ignorance to the problem, ignore. However, it is a distinctive part of the Alternity system, and that's why I'm ambivalent. I will point out though that Alternity was basically the basis for the D20 system anyway. Roll a d20, add a modifier, done. The only difference is the lower=better holdover from TSR, and dice instead of static steps. As to the last part, if you believe that a d6 = 3.5*, then it's even more the same thing.

I don't have too much time to go into detail right now (stupid work) but I think my biggest perceived issue is that rolls are already swingy due to the d20, and with the modifier being swingy too, I think it creates too many situations where something logically should work (d20-d20, for example) but in practice that still leaves a large window for failure given such a hefty bonus. Like I said, it's perceived though; if someone wants to run numbers, I'd love to hear it.

* As in, does a dX = the average of the die. I do not believe that is a fair conversion - a static bonus is a known quantity, and IMO almost always preferable as a player.
 

Well, higher=better is simply more intuitive. There's a reason why it was adopted, and it wasn't because of change for the sake of change. It's the same reason people decried THAC0.

I agree with this to a point. I think D20 is a great system, my problems with 3e/4e is mainly in the details. E6 fixes most of those problems for me.

I don't have too much time to go into detail right now (stupid work) but I think my biggest perceived issue is that rolls are already swingy due to the d20, and with the modifier being swingy too, I think it creates too many situations where something logically should work (d20-d20, for example) but in practice that still leaves a large window for failure given such a hefty bonus. Like I said, it's perceived though; if someone wants to run numbers, I'd love to hear it.

I think that's one of the great things about Alternity, walking in a straight line is extremely easy but we've still all tripped many times in our lives. D20 simply makes it far too easy to reach a point where failure while attempting even the most complex of tasks is impossible.
 

I also think that the range is far too random and that a bell curve of some type would be better served. Perhaps d6s or even d4s per step or something.

Also something that I think would be really neat is get rid of the dice altogether. If they made a little probability calculator thing and you just push a button on how many steps up or down and hit enter and then it spit out your success amazing, ordinary or whatever. Similar to the new monopoly games and how they do calculations for you. Of course monopoly can do that because they know they are going to sell hundreds of thousands of copies. Alternity not so much but it is very cool in concept.
 

I can see where people have problems with THAC0 since it involved a bit of addition and subtraction at the same time, but in Alternity you just check if it is greater than or less than an O/G/A success, the alligator mouth always eats the bigger number. I say that to my 9th graders all the time.

And I would sacrifice a little feel than to suddenly have a somewhat difficult check become incredibly impossible instead of incrementally harder.
 

I can see where people have problems with THAC0 since it involved a bit of addition and subtraction at the same time, but in Alternity you just check if it is greater than or less than an O/G/A success, the alligator mouth always eats the bigger number. I say that to my 9th graders all the time.

And I would sacrifice a little feel than to suddenly have a somewhat difficult check become incredibly impossible instead of incrementally harder.

Then it wouldn't be Alternity any more as the dice mechanic and rolling low was a large part of the feel.
 

Then it wouldn't be Alternity any more as the dice mechanic and rolling low was a large part of the feel.


I agree completely with dm4hire, making the move to higher is better, it would no longer be Alternity. As was stated earlier in the thread, Alternity is the game engine, you can tinker with it (add in the d16 for example) and it stays Alternity. When you go changing the mechanics to higher is better, because it easier on the math, you now have fundamentally changed the system to something else entirely, as it would no long be Alternity.
 

I never said anything about changing the direction of the roll, not sure where that came from. The only thing I said was that I would change to the step method in Unearthed Arcana for a smoother progress so that a +1 step change stayed a +1 step change, that it didn't suddenly become a +4 step change when you went from rolling +1d12 to +1d20 or a +10 step change when it went from rolling a +1d20 to +2d20.
 

In any instance, I would make higher = better; it goes a long way towards making it easier on everyone (not all of us are mathies).

Achan hiArusa, that is because it wasn't your suggestion. I'm not familiar enough with the Unearthed Arcana to comment on it on my feelings for it.
 

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