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Is high randomness good for an RPG?
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<blockquote data-quote="ExploderWizard" data-source="post: 4687264" data-attributes="member: 66434"><p>I understand your reasoning, but the definition of "success" is a bit too murky to make things simple. Does success = win? If so, by what margin?</p><p> </p><p>As an example, lets take GURPS combat and look at success rates. </p><p> </p><p>A character has a weapon skill of 14 or 15, which is fairly skilled. This character will succeed on a "to hit" roll 90-95% of the time. The character will rarely miss unless going for a difficult hit location or is suffering from other penalties.</p><p> </p><p>This high success rate isn't a guarantee of any gain at all since the target gets to defend, but psychologically the attacker feels good about the high percentage of solid hits. </p><p> </p><p>I feel that a combination of success rate and actual impact of that success are whats important. With a higher random factor, the ability to dramatically impact game events (for better or worse) is improved.</p><p> </p><p>A more balanced system will make the failures feel a bit less harsh, but the successes will feel constrained and "capped" to ensure that a single success has a limited effect on things.</p><p> </p><p>This makes the overall impact of a given action more narrowly defined which I find to be less fun. I like earth shaking effects in my games and accept the risks of failure that come with them. YMMV of course.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4687264, member: 66434"] I understand your reasoning, but the definition of "success" is a bit too murky to make things simple. Does success = win? If so, by what margin? As an example, lets take GURPS combat and look at success rates. A character has a weapon skill of 14 or 15, which is fairly skilled. This character will succeed on a "to hit" roll 90-95% of the time. The character will rarely miss unless going for a difficult hit location or is suffering from other penalties. This high success rate isn't a guarantee of any gain at all since the target gets to defend, but psychologically the attacker feels good about the high percentage of solid hits. I feel that a combination of success rate and actual impact of that success are whats important. With a higher random factor, the ability to dramatically impact game events (for better or worse) is improved. A more balanced system will make the failures feel a bit less harsh, but the successes will feel constrained and "capped" to ensure that a single success has a limited effect on things. This makes the overall impact of a given action more narrowly defined which I find to be less fun. I like earth shaking effects in my games and accept the risks of failure that come with them. YMMV of course.:) [/QUOTE]
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