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Help with % based skill system
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<blockquote data-quote="Aaron2" data-source="post: 2099582" data-attributes="member: 1436"><p>I don't see how rolling 2d10 instead of d20 will make any difference. If a character has +30 on a skill, he's gonna succeed on a DC 30 check every time no matter what you roll. Using 2d10 or 3d6 will just make it less likely for someone will less skill to succeed on a difficult challenge and more likely that someone with a high skill will not fail on an easy challenge. That sounds like the opposite of what you want.</p><p></p><p>One system you might want to look at is the system in Traveller:The New Era or Twilight:2000 (or a similar one in James Bond). Under those rules, you try to roll under your skill on a d20 (similar to a % based system). However, instead of difficulty adding or subtracting from your skill*, for a more difficult task you have to roll against 1/2 or 1/4 of your skill. It makes a smooth progression; if one character is twice as likely to succeed on an easy task as another character, he'll also be twice as likely to succeed on a more difficult task. The downside is that you have to be able to multiply and divide in your head but this can be mitigated by precalculating and writing the multiples out on the character sheet.</p><p></p><p>The way T:TNE worked was that an easy task used 2x your skill. A normal task was 1x, difficult as 1/2x while an extremely difficult task was 1/4x. Skills tended to start out around 10 or so for someone who knew the skill. Since your rolling against 1/4 your skill value, the game supports skills up to 80 before your auto-succeeding on difficult tasks. To use this system with D&D you might have characters have a skill value of Abilty+ranks, so a character with a Dex of 14 and 4 ranks of Hide would have a Hide of 18 and would need to roll a 9 or less for a difficult Hide check or a 4 or less for a very difficult one. You also might want to extend the difficulty out another level with a 1/8x for epic type stuff. </p><p></p><p>Anyway, just thinking out loud.</p><p></p><p></p><p>Aaron</p><p></p><p>*If you use a percentile system, like Runequest, that adds or subtracts % based on difficulty, you end up with a system that is mathematically equivalent to D&D's.</p></blockquote><p></p>
[QUOTE="Aaron2, post: 2099582, member: 1436"] I don't see how rolling 2d10 instead of d20 will make any difference. If a character has +30 on a skill, he's gonna succeed on a DC 30 check every time no matter what you roll. Using 2d10 or 3d6 will just make it less likely for someone will less skill to succeed on a difficult challenge and more likely that someone with a high skill will not fail on an easy challenge. That sounds like the opposite of what you want. One system you might want to look at is the system in Traveller:The New Era or Twilight:2000 (or a similar one in James Bond). Under those rules, you try to roll under your skill on a d20 (similar to a % based system). However, instead of difficulty adding or subtracting from your skill*, for a more difficult task you have to roll against 1/2 or 1/4 of your skill. It makes a smooth progression; if one character is twice as likely to succeed on an easy task as another character, he'll also be twice as likely to succeed on a more difficult task. The downside is that you have to be able to multiply and divide in your head but this can be mitigated by precalculating and writing the multiples out on the character sheet. The way T:TNE worked was that an easy task used 2x your skill. A normal task was 1x, difficult as 1/2x while an extremely difficult task was 1/4x. Skills tended to start out around 10 or so for someone who knew the skill. Since your rolling against 1/4 your skill value, the game supports skills up to 80 before your auto-succeeding on difficult tasks. To use this system with D&D you might have characters have a skill value of Abilty+ranks, so a character with a Dex of 14 and 4 ranks of Hide would have a Hide of 18 and would need to roll a 9 or less for a difficult Hide check or a 4 or less for a very difficult one. You also might want to extend the difficulty out another level with a 1/8x for epic type stuff. Anyway, just thinking out loud. Aaron *If you use a percentile system, like Runequest, that adds or subtracts % based on difficulty, you end up with a system that is mathematically equivalent to D&D's. [/QUOTE]
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