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How much math should RPGs require?
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<blockquote data-quote="GMMichael" data-source="post: 9190910" data-attributes="member: 6685730"><p>Is it straight-line percentile? I have a slight problem with rules that impose incompetence on competent characters, i.e. swingy die rolls. This gets into the game designer's math responsibilities. Fireball-blowing-up-in-face is great for low-level mages (well, not really) but I'd hope rolling rules make an accurate representation of just how likely this is to happen to a more experienced mage, if at all. </p><p></p><p>Disadvantage is a good mechanism for modeling declining abilities. No subtraction needed. I can also see the removal of bonuses (versus the addition of penalties) as a way to keep maths down while conveying the concern of character health loss.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9190910, member: 6685730"] Is it straight-line percentile? I have a slight problem with rules that impose incompetence on competent characters, i.e. swingy die rolls. This gets into the game designer's math responsibilities. Fireball-blowing-up-in-face is great for low-level mages (well, not really) but I'd hope rolling rules make an accurate representation of just how likely this is to happen to a more experienced mage, if at all. Disadvantage is a good mechanism for modeling declining abilities. No subtraction needed. I can also see the removal of bonuses (versus the addition of penalties) as a way to keep maths down while conveying the concern of character health loss. [/QUOTE]
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