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<blockquote data-quote="Frostmarrow" data-source="post: 5881656" data-attributes="member: 1122"><p>I've been nagging people about that 66% chance ideal for years. In fact I've written an RPG called 66 Demoner (in Swedish mind you) with that success rate as a base.</p><p></p><p>But now I looking at other odds. I think you'll agee with me when I say that 5% chance will frustrate players and that 95% will make them nonchalant. My point is what if I want players to be frustrated? What if I want players to be nonchalant? So if my players are fighting hordes of zombies I might want to frustrate them or if they are fighting mooks I might want them to behave like rockstars.</p><p></p><p>I learned this playing Warhammer. A lot of the difference in feel between playing Space Marines and Imperial Guard is that marines succeed 66% of the time whilst guardsmen succeed 50% of the time. You feel confindent with marines and you feel exposed while playing Imperial Guard.</p><p></p><p>This could be used in D&D. We might want wizards to be perfectionists in a few areas and we might want clerics to be thoughtful (yet useful in more fields). Or even we might want evil clerics to be full of themselves and good clerics to be self-doubting.</p><p></p><p>Traditionally high level characters are sure of success (80%) and low level characters rely on sheer luck (50%). It might be interesting to mix this up. </p><p></p><p>"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."</p><p>(Bertrand Russell)</p><p></p><p>***</p><p></p><p>I really like the idea of built in auto-success with high ability scores.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 5881656, member: 1122"] I've been nagging people about that 66% chance ideal for years. In fact I've written an RPG called 66 Demoner (in Swedish mind you) with that success rate as a base. But now I looking at other odds. I think you'll agee with me when I say that 5% chance will frustrate players and that 95% will make them nonchalant. My point is what if I want players to be frustrated? What if I want players to be nonchalant? So if my players are fighting hordes of zombies I might want to frustrate them or if they are fighting mooks I might want them to behave like rockstars. I learned this playing Warhammer. A lot of the difference in feel between playing Space Marines and Imperial Guard is that marines succeed 66% of the time whilst guardsmen succeed 50% of the time. You feel confindent with marines and you feel exposed while playing Imperial Guard. This could be used in D&D. We might want wizards to be perfectionists in a few areas and we might want clerics to be thoughtful (yet useful in more fields). Or even we might want evil clerics to be full of themselves and good clerics to be self-doubting. Traditionally high level characters are sure of success (80%) and low level characters rely on sheer luck (50%). It might be interesting to mix this up. "The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts." (Bertrand Russell) *** I really like the idea of built in auto-success with high ability scores. [/QUOTE]
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