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<blockquote data-quote="Wolfpack48" data-source="post: 9545973" data-attributes="member: 6872648"><p>I was just on a Discord debate about this, and it can be argued a couple of ways, let's use skill 7 vs 17 as an example. And to be clear, opposed rolls are rare in the first place in Dragonbane, typically for resistance to poison (CON vs POT) or something.</p><p></p><p><em>Low roll wins: </em>17 is going to succeed more often than 7 in any case, so the 17 already has an advantage in successes, and most rolls will be 17 success, 7 failure. If 7 succeeds (1-7), they are making an exceptionally good (lucky?) move that sets the bar for the higher skilled player to meet, so the higher skilled player must roll better than usual. This for cases where the 7 player has any chance at all of beating a 17. The advantage is already factored into the chances that the 17 will succeed more often than the 7.</p><p></p><p><em>High roll wins: </em>If the 17 person succeeds in a roll, and they roll 8-17, the 7 has zero chance to win, and they might as well not bother rolling. While this reflects the 17 advantage in successes, it also is a double whammy in that the 7 has a very rare chance of success in the first place (1-7) and then zero chance of beating the 17 if they roll 8-17.</p><p></p><p>It sorta comes down if you want to give the little guy a chance for a lucky shot, or whether you want to set the bar high for them to even have a chance.</p><p></p><p>By the way, a 1 would always win over a non-1 roll, and a 20 would always lose over a non-20 roll. Again, this is all pretty theoretical and opposed rolls don't get used that often in the first place. Probably the only time would be for Spot Hidden rolls for guards actively trying to find a Sneaking player, which is a rare situation as well.</p></blockquote><p></p>
[QUOTE="Wolfpack48, post: 9545973, member: 6872648"] I was just on a Discord debate about this, and it can be argued a couple of ways, let's use skill 7 vs 17 as an example. And to be clear, opposed rolls are rare in the first place in Dragonbane, typically for resistance to poison (CON vs POT) or something. [I]Low roll wins: [/I]17 is going to succeed more often than 7 in any case, so the 17 already has an advantage in successes, and most rolls will be 17 success, 7 failure. If 7 succeeds (1-7), they are making an exceptionally good (lucky?) move that sets the bar for the higher skilled player to meet, so the higher skilled player must roll better than usual. This for cases where the 7 player has any chance at all of beating a 17. The advantage is already factored into the chances that the 17 will succeed more often than the 7. [I]High roll wins: [/I]If the 17 person succeeds in a roll, and they roll 8-17, the 7 has zero chance to win, and they might as well not bother rolling. While this reflects the 17 advantage in successes, it also is a double whammy in that the 7 has a very rare chance of success in the first place (1-7) and then zero chance of beating the 17 if they roll 8-17. It sorta comes down if you want to give the little guy a chance for a lucky shot, or whether you want to set the bar high for them to even have a chance. By the way, a 1 would always win over a non-1 roll, and a 20 would always lose over a non-20 roll. Again, this is all pretty theoretical and opposed rolls don't get used that often in the first place. Probably the only time would be for Spot Hidden rolls for guards actively trying to find a Sneaking player, which is a rare situation as well. [/QUOTE]
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