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General Tabletop Discussion
*TTRPGs General
Binary Success vs Multiple Levels of Success
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<blockquote data-quote="aramis erak" data-source="post: 9630660" data-attributes="member: 6779310"><p>I strongly disagree with the quoth bit.</p><p></p><p>Most of the games I like have multiple success levels, but not all have a fumble/botch/crit_fail.</p><p></p><p>MegaTraveller has 4 standard levels of success/fail, Exceptional Success, Simple Success, Simple Failure, Exceptional Failure... and Exceptional failure is probably also a fumble, but there's a separate roll for fumble severity, which has 5 levels: none, superficial, minor, major, and destroyed.</p><p></p><p>White Wolf is a count successes system, so is most of Free League's product line. </p><p></p><p>The two lowest I've run as primaries are D&D and Pendragon; Pendragon has 4 success levels in simple rolls (CS, S, F, CF), and 6 in opposed resolution (CS, CT, S, PS, F, CF). D&D has an option for critical results; I used them in 3.X and 5-14 (DMG page 242), and success at cost is allowed for any fail (ibid.) As is allowing an increased failure at failed by 5 or more. (ibid.)</p><p>Right or wrong, I also used the D&D outcomes range in <em><u>Stargate</u></em> (p 134 shows 4 levels, but the rules on checks don't, but combat does.) and <em><u>Monarchies of Mau</u></em>... (MoM p 97: Triumph, Success, Failure, Botch - 4 level).</p><p></p><p>I'll note TFT has multiple levels as well - at least in combat. Note that it also modifies target numbers, not the die roll. Combat rolls of 3 are triple damage, of 4 are double, 5 to controlling adjusted attribute are single, higher to 16 are fail, 17 is drop weapon, 18 is break weapon. It's my current. Non combat has 4 levels, but the dice rolls vary by difficulty, as difficulty is in dice rolled.</p><p></p><p><strong>I find 3 levels of success at least one too few.</strong> Hell, the one game I've run that's built from a PBTA core concept has 5 outcomes... <em><u>Sentinel Comics</u></em>.</p><p></p><p>I've known people who genuinely don't like anything but boolean.</p><p>They're not the kind who stay at my table.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9630660, member: 6779310"] I strongly disagree with the quoth bit. Most of the games I like have multiple success levels, but not all have a fumble/botch/crit_fail. MegaTraveller has 4 standard levels of success/fail, Exceptional Success, Simple Success, Simple Failure, Exceptional Failure... and Exceptional failure is probably also a fumble, but there's a separate roll for fumble severity, which has 5 levels: none, superficial, minor, major, and destroyed. White Wolf is a count successes system, so is most of Free League's product line. The two lowest I've run as primaries are D&D and Pendragon; Pendragon has 4 success levels in simple rolls (CS, S, F, CF), and 6 in opposed resolution (CS, CT, S, PS, F, CF). D&D has an option for critical results; I used them in 3.X and 5-14 (DMG page 242), and success at cost is allowed for any fail (ibid.) As is allowing an increased failure at failed by 5 or more. (ibid.) Right or wrong, I also used the D&D outcomes range in [I][U]Stargate[/U][/I] (p 134 shows 4 levels, but the rules on checks don't, but combat does.) and [I][U]Monarchies of Mau[/U][/I]... (MoM p 97: Triumph, Success, Failure, Botch - 4 level). I'll note TFT has multiple levels as well - at least in combat. Note that it also modifies target numbers, not the die roll. Combat rolls of 3 are triple damage, of 4 are double, 5 to controlling adjusted attribute are single, higher to 16 are fail, 17 is drop weapon, 18 is break weapon. It's my current. Non combat has 4 levels, but the dice rolls vary by difficulty, as difficulty is in dice rolled. [B]I find 3 levels of success at least one too few.[/B] Hell, the one game I've run that's built from a PBTA core concept has 5 outcomes... [I][U]Sentinel Comics[/U][/I]. I've known people who genuinely don't like anything but boolean. They're not the kind who stay at my table. [/QUOTE]
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