Best Resolution System?

Rasyr said:
Can you give more details about? I have (gasp!) never played MegaTraveller (or Traveller even), so have no idea what the mechanic is like.

It's a basic 2d6+mods >= TN system, but has a nice little task system built up around it that lets you add detail to it and a sort of "Stat block" for tasks, a method for determing time, handling "uncertain successes" (allows you to give the player some indication of success or failure level without letting them nail it), handling mishaps and tasks that are simply to avoid dire consequences (d20 fans might call them "saving throws".

Well, it is basically the same resolution system as is used for many games (roll + mods >= TN equals success).

True, but it has some refinements I like, like taking 10 and 20.

Personally, I prefer the HARP resolution system.

Go figure. I prefer the task resolution system I wrote for my homebrew, too. ;) (Sort of a hybrid between the MegaTraveller task system and the James Bond 007 percentile system.)
 

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GlassJaw said:
You actually liked THAC0?

Yikes.

The current system:

Roll + bonus = AC hit

The THACO system:

THACO - (roll + bonus) = AC hit

Not exactly a huge difference, this was actually one of the smallest changes from 2E to 3E. I've never understood the widespread dislike of THAC0, unless it's due to some irrational fear of subtraction.
 

Hjorimir said:
RuneQuest has an awesome system of resolution. I hope that is carried forward with the new version coming out.

BRP is probably the easiest mechanic for non-gamers to grasp. Roll d100, under the appropriate skill. It's a pure percentage chance, and everyone can relate to that.
Advancing a character is also quick and easy. And only those skills which you used have a chance to get better.
 

SWBaxter said:
The current system:

Roll + bonus = AC hit

The THACO system:

THACO - (roll + bonus) = AC hit

Not exactly a huge difference, this was actually one of the smallest changes from 2E to 3E. I've never understood the widespread dislike of THAC0, unless it's due to some irrational fear of subtraction.

So long as the numbers are small, it's okay. I'm not particularly fond of THAC0 though, so I use another method:
d20 + ToHitMod + AC
(where ToHitMod is based on the class, like BAB in 3e)
If the result is 20 or more, then the AC was hit.
Actually I don't know if this system works in AD&D, but it's what I use for Basic D&D instead of looking up results on the attack table. I don't think it's particularly elegant, but it's workable. It's more or less the same thing as making a skill roll vs. a DC of 20.
 

SWBaxter said:
The current system:

Roll + bonus = AC hit

The THACO system:

THACO - (roll + bonus) = AC hit

Not exactly a huge difference, this was actually one of the smallest changes from 2E to 3E. I've never understood the widespread dislike of THAC0, unless it's due to some irrational fear of subtraction.

Contrasting with die roll + mod >= TN, it is pretty much universally worse:
1) You split one operation into two, increasing handling time unnecessarily.
2) Humans typically DO have a more difficult time with subtraction, and double negatives (subtracting a negative number) was a continuous source of confusion.
3) You are forced to choose between having the GM do a big chunk of the math handling or disclosing the AC to the players.

All perhaps minor points that can be overcome with experience by some (not all players), but as I see it, there is no advantage to THAC0.
 


I would like it if d20 went ahead and codified a system of "success gradients" as an optional rule. It's IN there, but only for certain skills ... like "jump". A success by less than 5 over the DC leaves you sprawled, a failure by less than five leaves you hanging on the ledge, etc. The 5-point gradient is pretty elegant for the d20 system.

Failure by 5 or less = Minor Mishap
Success same as DC = Barest Success
Success by 5 or less = Marginal success

Etc etc.

I also wish there was a time-oriented task resolution mechanic inherent in the system. As-is, stuff like Craft is a week of work with a single roll at the end to determine success. Picking a lock, likewise, succeeds or doesn't in a fixed amount of time. I like the "Need X successes before Y failures" method from incantations. I've been known to divvy up a Disable Device check whose DC is high enough to JUST be done with Take 20 into a series of successes at a lower DC ...

--fje
 

Rock, Paper, Scissors.

And do we really need another rehash of THAC0?

Here is a recap of previous deiscussions:
<strongbad>
Guy: Thac0 rocked!
Dude: Teh Maff wuz hard!!!
Guy: Only for imbeciles (but not really said that way, just in a passive/aggressive slap-in-the-face-but-not-really kind of way)
Dude: But, But, ...
d20fanboi: d20 is much easier: roll. add mods.
old-fart: but what mods!?! Devil in details! Pages flipping! Arrghh!!!!
d20fanboi: Only an imbecile cannot see Teh TWUTH. (but passive/aggressive style)
old-fart: What you Say!?!?!
d-glow: 3d6, in order
Mod: Stop it!
d20fanboi: Help! Help! I'm being repressed! Your abridging my rights!!!
</strongbad>
--etc---
 

I always answer questions like this with a question - Best at doing what?

A good resolution system for high-adventure, epic action is not likely to be the best resolution system from grim'n'gritty, dark and lethal games. What's good for the X-Files is not good for four-color superheroes, and so on.

The resolution system needs to match the genre and style of the game using the system.
 


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