The usual 'fix' to a <70% chance for a 'competent skill' was "In routine circumstances, the character gets a big (>30%) bonus." Except somehow that bonus never got applied in practice.In regards to the part above....
= Any game system that thinks a 'competent skill' of the character is below 70% chance of roll success base.
Don't waste my time with characters who can't roll a success to do their designated job...
Unless the character is punching meaningfully above their ability/skill/danger set, rolling should be to see how things get interesting, not to see if nothing happens...
How someone reacts to less than ideal stats is partly unique to them. In my case, it opened my eyes to playing unlikely heroes. IOW, I wasn’t just making due, I started rethinking who could be heroes.I suppose you could argue that random chance forces players to deal with perceived weakness and outside their comfort zone, but most of the time it seems to just discourage players. Maybe in the old days it mattered less because everything was new, and nobody had thought of any other way.
Those are all great points. I could definitely see asking players if they prefer to pick/craft a character or whether they’d like random generation to see what it suggests to them. Random can be a great route for ideas if players don’t have a strong concept in mind.How someone reacts to less than ideal stats is partly unique to them. In my case, it opened my eyes to playing unlikely heroes. IOW, I wasn’t just making due, I started rethinking who could be heroes.
For instance, instead of thinking of every PC as young and just starting out & learning new things, certain non-optimal stat arrays suggested older characters- some resuming an adventuring life after retiring long ago, and remembering how to do things they haven’t done in a while.
For me, that distinction in D&D is just not sharp enough. Other systems just do the age difference a lot better. Although, I'll say I've stopped trying to envision what x,y,z stats at a,b,c numbers actually mean becasue they are not agreeable to any two people for D&D. With SAD design of modern D&D+PF2, it just seems like a baseline representation of capability and in what forms. I dont particularly use the stats for any role play or defining characteristics anymore in D&D+PF2. YMMV.How someone reacts to less than ideal stats is partly unique to them. In my case, it opened my eyes to playing unlikely heroes. IOW, I wasn’t just making due, I started rethinking who could be heroes.
For instance, instead of thinking of every PC as young and just starting out & learning new things, certain non-optimal stat arrays suggested older characters- some resuming an adventuring life after retiring long ago, and remembering how to do things they haven’t done in a while.
It’s just like riding a dire-boar, once you learn you never truly forget, even if it takes a little while for the specifics to come back!For instance, instead of thinking of every PC as young and just starting out & learning new things, certain non-optimal stat arrays suggested older characters- some resuming an adventuring life after retiring long ago, and remembering how to do things they haven’t done in a while.
More simply:I'll be honest, I have no idea what you are driving at here with all that. But it sounds neat so...![]()
In regards to the part above....
= Any game system that thinks a 'competent skill' of the character is below 70% chance of roll success base.
This goes to another point of character power. I think in at least one skill check system it says that say, a "Riding" (or any skill, really) roll would only be necessary if trying to perform a tricky or difficult maneuver on a horse. Simply riding a horse in a normal, unstressful way doesn't need a roll. Even so, I am willing to bet many GMs (probably unnecessarily) call for a 30% skill roll just to get on a horse, making characters feel "weak" for being unable to something simple.Hm.
Some games are designed that you roll for everything. Some are designed to only roll in particular circumstances (like, "there is uncertainty in the result, and there are notable consequences for failure").
A GM who takes a system like the second, and uses it like the first, is going to generate issues. A game that is not clear about which pattern is expected is going to generate issues.
Which, I suppose, shows that character apparent strength or weakness is defined only relative to a particular process of play, not by merely the chance of success on an isolated roll.
That's a fantastic point!Hm.
Some games are designed that you roll for everything. Some are designed to only roll in particular circumstances (like, "there is uncertainty in the result, and there are notable consequences for failure").
A GM who takes a system like the second, and uses it like the first, is going to generate issues. A game that is not clear about which pattern is expected is going to generate issues.
Which, I suppose, shows that character apparent strength or weakness is defined only relative to a particular process of play, not by merely the chance of success on an isolated roll.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.