Not what I was getting at. Roll against 65% eight times. P,P,P,F,P,F,P,P. Hmm, it's a good night; I just got six Passes. Was that with a d2 or a d20? One can't say with statistical certainty until one makes many more attempts. I'd expect the distinction to become much easier when judging 50% versus 75% or higher.Slightly more than one in seven rolls will have a different result with a 50% vs. 65% chance. . .
For some reason, maybe it was the 3e game design, I thought that WotC aimed to maintain a certain Pass percentage as characters leveled up. Say 50% - more likely 65%. It was pretty evident in the standard bonuses to spellcasting DCs versus saving spell bonuses (or "modifiers").At the point youre using d2 you may as well just wing it - part of the game element of RPGs is uncertainty, more randomness is more fun
What if your answer gives us an indirect way to evaluate your GM style/preference? I'm hearing that you don't think a GM A) should be allowed to bend such rules and/or B) isn't capable of or willing to inject a decent reflection of 25% odds into GM fiat. I could be wrong, of courseI don't personally think assuming something with a 25% change of failure as always treating as a success or the inverse as a failure is a good way to manage things, so I guess I'm disagreeing with the premise.
See original post.Until we know what the GM's job is, and what the purpose is of the GM rolling dice, how can we know what the probabilities should be?
It may not be what you were getting at, but it was exactly what I was getting at and I wish you'd address it.Not what I was getting at. Roll against 65% eight times. P,P,P,F,P,F,P,P. Hmm, it's a good night; I just got six Passes. Was that with a d2 or a d20? One can't say with statistical certainty until one makes many more attempts. I'd expect the distinction to become much easier when judging 50% versus 75% or higher.
The OP says this:See original post.
So you're really only discussing GM-as-storyteller RPGing?In the majority of RPGs that I've seen, the Game Master narrates what happens in the world, and what happens when PCs take actions. Sometimes, the GM doesn't know what happens, so the GM asks for a roll, or makes his own roll
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When it comes to a simple does-this-happen-or-not, the GM either knows or isn't sure. If the GM isn't sure, it's probably because the odds of one result or the other are very close to 50%. Why not just flip a coin to resolve it? Is more precision really necessary?
What if your answer gives us an indirect way to evaluate your GM style/preference? I'm hearing that you don't think a GM A) should be allowed to bend such rules and/or B) isn't capable of or willing to inject a decent reflection of 25% odds into GM fiat. I could be wrong, of course![]()
Taking into account that principles in play will lead us to different answers, I think we can look at methodologies for selecting among outcomes as tools and discuss their merits on that basis. That isn't to say one is better than the other, but we can say it is featured in certain ways.Not what I was getting at. Roll against 65% eight times. P,P,P,F,P,F,P,P. Hmm, it's a good night; I just got six Passes. Was that with a d2 or a d20? One can't say with statistical certainty until one makes many more attempts. I'd expect the distinction to become much easier when judging 50% versus 75% or higher.
For some reason, maybe it was the 3e game design, I thought that WotC aimed to maintain a certain Pass percentage as characters leveled up. Say 50% - more likely 65%. It was pretty evident in the standard bonuses to spellcasting DCs versus saving spell bonuses (or "modifiers").
Long story short: D&D, at some points, strives for odds close to 50/50 (or a d2). I wouldn't, however, suggest that all D&D should be "just wing it."
What if your answer gives us an indirect way to evaluate your GM style/preference? I'm hearing that you don't think a GM A) should be allowed to bend such rules and/or B) isn't capable of or willing to inject a decent reflection of 25% odds into GM fiat. I could be wrong, of course
See original post.
It actually seems to aim for less than 50% in older editions. Standard footman in armor is Dex 10 (no AC mod), chain (AC5), at level 1 being THAC-0 19... so hitting on 14+, not 11+, so 35%. Most level appropriate foes keep the same 30-40% range. Likewise, dwarven detects (1-2 on d6), and a number of other such things.Long story short: D&D, at some points, strives for odds close to 50/50 (or a d2). I wouldn't, however, suggest that all D&D should be "just wing it."
Just because about half the posts assume you are asking about a system where everyone flips coins, I want to be clear that I’m answering this question: does the GM need more than a coin flip?When it comes to a simple does-this-happen-or-not, the GM either knows or isn't sure. If the GM isn't sure, it's probably because the odds of one result or the other are very close to 50%. Why not just flip a coin to resolve it? Is more precision really necessary?
If one result has 75% odds of happening, I think most GMs can say, "this is easily more likely than not, so yes, it happens." Suppose those odds drop to 70%. Does the GM really need to roll a d20, or can she say that it's close enough to 50/50, and just flip a coin?
Two games that were cited often in a thread on simulationist games were Runequest and Rolemaster. I don't believe one could pull it off for those simulationist games. As an aside, I interpret 4e less as simulationist and more as gamist.So, for me, I could likely pull it off for simulationist high-crunch games, but not so much for most narrative games.