Indeed!Wow - that sounds so much worse than it should be.
Not even the worst bit but one that jumped out immediately - I thought people figured out that randomly rolling attributes on a span of 0-100 with uniform probability was a bad idea decades ago. Even some of the first percentile driven games (like say Star Frontiers) understood you shouldn't do that. To see it in a modern game not written by a 12 year old figuring things out on first principles is shocking.
Call of Chtuluh and other Chaosium games have a large fan bases. It's just a question of preference. I like it.I don't get the appeal od a base d100 system. Do we really need that level of granularity? Most games that use it yould do just fine using d20 or even a d10.
I believe given the history of this whole project that was probably the point. It's supposed to be "old school" but it appears that unlike a lot of other "old school" projects - which use the lessons of last 4 decades of RPG design to try to create systems that give you the feel of an old school game while also giving you a solid gameplay experience - they seem to have decided to ignore the last 40 years of design lessons and just put together a game that could have been released in 1979.This system seems like a clunky throwback to the 80s. It feels like something 40 years old rather than a new release.
I don't think there's anything wrong with a 1-100 scale per se - though I think the granularity of 1% differences in ability don't usually change the gameplay, so most percentile systems can be replaced with a d20 rollunder approach- 5% granularity is usually sufficient.I used a 1-100 scale when I created Altus Adventum...many years ago. While I think I gave options to prevent the wild swings in scores, I don't think I'd ever use a 1-100 range again.
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When most people (including myself) who put out OSR products, we have a choice on how to approach the design to emulate TSR.I believe given the history of this whole project that was probably the point. It's supposed to be "old school" but it appears that unlike a lot of other "old school" projects - which use the lessons of last 4 decades of RPG design to try to create systems that give you the feel of an old school game while also giving you a solid gameplay experience - they seem to have decided to ignore the last 40 years of design lessons and just put together a game that could have been released in 1979.
It works for some games. For FASA's Star Trek in the 80s it felt right -- percentages go well with sci-fi.I don't get the appeal od a base d100 system. Do we really need that level of granularity? Most games that use it yould do just fine using d20 or even a d10.
That makes sense. I guess I just never found the right game with d100 to experience them right. (I have a chtulhu sized hole in my RPGs experience).It works for some games. For FASA's Star Trek in the 80s it felt right -- percentages go well with sci-fi.
Did FASERIP use d100 for the Marvel game? (With the average stat being pretty low on the scale).It works for some games. For FASA's Star Trek in the 80s it felt right -- percentages go well with sci-fi.