#### GMMichael

##### Guide of Modos

How much math skill can an RPG expect from its players?

The lowest level is, what, compare high/low? Or identify numbers (did I roll a 6 or not)?

Then you get notorious addition and its dark sibling, subtraction. Hit points love these guys.

Multiply: critical times 2! Divide: energy resistance!

Exponents I have not seen, but it seems like something for a warmech game or mass warfare.

And then there's algebra. This is ripe for GM-designed puzzles, but do the rules ever call for algebra? Is it too much? For example, should a character's carrying capacity x equal her heart score times 5? What if the number of appearing goblins x should equal the current hit points of the party members y divided by 10?

For reference, Modos 2 uses compare high/low (e.g. contests and damage), addition (e.g. add hero point roll to contest), subtraction (protection from damage), and division (use half of the highest roll). The one place where I see algebra is possibly my least favorite part of the game: with the Bonus Action perk, you gain bonus actions x equal to your normal attribute less 11, then divided by four (round down). Evidently, I lean toward 5th grade levels of math expectations, because now I'd rather use a Bonus Action perk that just says: "you gain a bonus action if you are 5th level. You can take this perk again to gain additional bonus actions after levels 9, 13, and 17."