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Game Design Masterclass – 2D20
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<blockquote data-quote="Corone" data-source="post: 8371570" data-attributes="member: 6806393"><p>Its a 'your mileage may vary'. The maths is rather tricky to navigate though.</p><p>If you go the other way you are looking at a system where you want low attributes you can roll over, which doesn't feel right either.</p><p>The usual way past this is to base the target number just on the difficulty of the action, rather than the skill, but then you have to allow skills to modify the roll in some way or whats the point of them. But that means you start dealing in absolutes. If you add +5 for skill and an easy roll just needs to beat a 6 that character can't ever fail an easy roll. Make the bonuses too low and the advanced characters can't hit the higher difficulties. So it depends whats acceptable for success in terms of how heroic the characters are in the system that defines which way you go.</p><p>To be fair, D&D does this rather well, with attributes granting a bonus that isn't too unbalancing - but then you also get skill/proficiency bonuses leading to the problem above.</p><p>Its a maze designers have been navigating for years. Each setting usually demands different compromises, making it something that isn't usually too much of a problem. But its hard to it work for any setting.</p><p></p><p>I'm just glad my F**k/Yeah dice works either way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Corone, post: 8371570, member: 6806393"] Its a 'your mileage may vary'. The maths is rather tricky to navigate though. If you go the other way you are looking at a system where you want low attributes you can roll over, which doesn't feel right either. The usual way past this is to base the target number just on the difficulty of the action, rather than the skill, but then you have to allow skills to modify the roll in some way or whats the point of them. But that means you start dealing in absolutes. If you add +5 for skill and an easy roll just needs to beat a 6 that character can't ever fail an easy roll. Make the bonuses too low and the advanced characters can't hit the higher difficulties. So it depends whats acceptable for success in terms of how heroic the characters are in the system that defines which way you go. To be fair, D&D does this rather well, with attributes granting a bonus that isn't too unbalancing - but then you also get skill/proficiency bonuses leading to the problem above. Its a maze designers have been navigating for years. Each setting usually demands different compromises, making it something that isn't usually too much of a problem. But its hard to it work for any setting. I'm just glad my F**k/Yeah dice works either way. :) [/QUOTE]
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