Argyle King
Legend
Actually, the defender does have to account for the attacker's degree of success. A more skilled opponent can afford to take greater risks with things like deceptive attacks. Also, skill can change critical hit odds.
Alternity is a pretty solid roll-under.
Your first point is what I couldn't get over about Warhammer 40K - how can my attempt be successful or fail BEFORE the difficulty of the activity has been considered? "Roll under your score, and you're successful." The game DOES adjust for difficulty later, but it also seems backwards.To a point you're right, in that the math isn't all that hard to reverse around. I think it's mostly due to the general mental conception/paradigm of action resolution ---- that the difficulty of resolving a problem has no bearing on the outcome, only the skill level of the person performing the task. It's just......backwards to me.
...It's just a constant metagame irritant about the entire system, trying to rationalize why a given roll is good enough, or not good enough to succeed, when a "roll over a target number" system makes it exceedingly clear.
Are you suggesting that this situation would be better served by a margin-of-success comparison system? Have each side roll a persuasion check, add their bonuses, and whichever one rolls higher is the one who succeeds in convincing the king?For example:
A messenger gets a message from his officer to take to the king: "we must fall back or lose this town." Another character, interested in seeing the king fail, can sabotage the officer by delivering a different message first: "the enemy is retreating." If one character rolls a message-delivery contest against the other - what does success mean? What does failure mean? More confusing, admittedly, in Warhammer 40K: what if one character rolls under the other, but not below his score? Or is it better to roll higher than your opponent, even though roll-under implies that rolling low is good?
Total commercial failure, too.
So true. But it was released in a pretty difficult period for TSR, and had no chance to evolve once 3e decided to go all roll-over (while AD&D had been a confused mix of the two systems). It does not detract from its quality.
In a word: no. It's not -getting- to the outcomes I'm talking about. It's the outcomes themselves. Because rolling a "success" on your contest to be the first messenger to the king doesn't tell you a whole lot. Did you get your message to the king before your opponent even set foot in the city? Or did you stick it in his hand just before your opponent delivered his message?Are you suggesting that this situation would be better served by a margin-of-success comparison system? Have each side roll a persuasion check, add their bonuses, and whichever one rolls higher is the one who succeeds in convincing the king?
Even in mixed mechanic games (Palladium, pre-3E D&D), the roll low portions are fixed type of die roll, with modifiers for difficulty, rather than adjusting the dice rolled.
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That seems really vague, though. For most tasks, success and failure are clearly defined. With a system like "favorable" or "unfavorable", it seems like a lot is left up to GM interpretation, which can create an issue where the player thinks a particular goal has been achieved and the GM ends up narrating it in a completely unexpected manner.Also note that the above system reduces the significance of skill/result point disparities. Even if you have a +20 and you beat your opponent by 13 - you've only gained a favorable outcome. Not a +13 point success.