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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="Water Bob" data-source="post: 6685984" data-attributes="member: 92305"><p>You have to pay Threat for extra dice.</p><p></p><p></p><p></p><p>What I'm saying is that, for an average character with average skills, the progression should look something like this: </p><p></p><p>Difficulty Chance</p><p></p><p>100%</p><p></p><p>75%</p><p></p><p>50%</p><p></p><p>25%</p><p></p><p>10% and less.</p><p></p><p></p><p></p><p></p><p>From what was posted, the system has everything about right except the missing piece--the 50% Difficulty--which is vital because it should be one of the three most used in the game (usually, 75%, 50%, and 25% are about right).</p><p></p><p>As it is, the game lives with a task that is very likely (75%) or is not likely (25%). There's no 50-50 chance.</p><p></p><p></p><p></p><p></p><p></p><p>EDIT:</p><p></p><p>Think about this. This translates to one of two things happening when a character rolls a task.</p><p></p><p>1. On Average tasks, the character will most likely make it. 75% chance. Most of the time, the roll is made. Every fourth roll, he fails.</p><p></p><p>2. On all other tasks, the character is likely to fail. 25% chance. Most of the time the roll is made, he fails three times out of four.</p><p></p><p></p><p></p><p>So, what happens?</p><p></p><p>Unless the task is Average, Threat must be purchased to slide the odds more towards the player.</p><p></p><p>The task system is designed so that Threat must be purchased.</p><p></p><p>In other words, any task that is Challenging or harder ensures harder obstacles and more enemies down the line.</p><p></p><p>The Threat Mechanic is very ingrained in this dicing system.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6685984, member: 92305"] You have to pay Threat for extra dice. What I'm saying is that, for an average character with average skills, the progression should look something like this: Difficulty Chance 100% 75% 50% 25% 10% and less. From what was posted, the system has everything about right except the missing piece--the 50% Difficulty--which is vital because it should be one of the three most used in the game (usually, 75%, 50%, and 25% are about right). As it is, the game lives with a task that is very likely (75%) or is not likely (25%). There's no 50-50 chance. EDIT: Think about this. This translates to one of two things happening when a character rolls a task. 1. On Average tasks, the character will most likely make it. 75% chance. Most of the time, the roll is made. Every fourth roll, he fails. 2. On all other tasks, the character is likely to fail. 25% chance. Most of the time the roll is made, he fails three times out of four. So, what happens? Unless the task is Average, Threat must be purchased to slide the odds more towards the player. The task system is designed so that Threat must be purchased. In other words, any task that is Challenging or harder ensures harder obstacles and more enemies down the line. The Threat Mechanic is very ingrained in this dicing system. [/QUOTE]
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