Frostmarrow
First Post
Traditionally in D&D your odds of success depends on your character's experience. A high level character is more likely to succeed at any given task than a low level one.
I wonder if the odds of success could be based on what you like to convey emotionally?
Let's look at some odds of success:
5% chance. This is a long shot. The player knows this is a sacrifice and that he will most likely fail. However, sometimes it works and the whole table cheers.
30% chance. A hard check. This makes the player feel like an nincompoop or a fish out of water.
50% chance. This is a coin toss. The player feels like he's not in control of the situation.
70% chance. The player feels in control and is confident to succeed, but not overly so.
90% chance. The player is sure of success and somewhat arrogant. Failure here is a huge disappointment.
The point is maybe the game should put focus on this aspect of die rolls rather than the progression from 30-90% chance for every character in every area.
For instance, spell casting is an area where you want the caster to be arrogantly aware of the power of magic. In D&D this is represented by the fact the spells never fails. Wouldn't it be interesting if spell casting instead had a 95% chance of being cast successfully?
Attacking with a sword should be in the area around 70%. Fighting is risky but I'm a skilled swordsman and you can rely on me.
Picking pockets is exciting but should not be attempted with high confidence (as it breaks the economy). Pick pocketing should fall in the 50% chance bracket. Turn undead also belongs here. The uncertainty brings suspense.
30% chance is good for characters that has to do something out of their area of expertise, such as a fighter trying to bargain with a merchant.
I wonder if the odds of success could be based on what you like to convey emotionally?
Let's look at some odds of success:
5% chance. This is a long shot. The player knows this is a sacrifice and that he will most likely fail. However, sometimes it works and the whole table cheers.
30% chance. A hard check. This makes the player feel like an nincompoop or a fish out of water.
50% chance. This is a coin toss. The player feels like he's not in control of the situation.
70% chance. The player feels in control and is confident to succeed, but not overly so.
90% chance. The player is sure of success and somewhat arrogant. Failure here is a huge disappointment.
The point is maybe the game should put focus on this aspect of die rolls rather than the progression from 30-90% chance for every character in every area.
For instance, spell casting is an area where you want the caster to be arrogantly aware of the power of magic. In D&D this is represented by the fact the spells never fails. Wouldn't it be interesting if spell casting instead had a 95% chance of being cast successfully?
Attacking with a sword should be in the area around 70%. Fighting is risky but I'm a skilled swordsman and you can rely on me.
Picking pockets is exciting but should not be attempted with high confidence (as it breaks the economy). Pick pocketing should fall in the 50% chance bracket. Turn undead also belongs here. The uncertainty brings suspense.
30% chance is good for characters that has to do something out of their area of expertise, such as a fighter trying to bargain with a merchant.