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Is high randomness good for an RPG?
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<blockquote data-quote="Mercule" data-source="post: 4693222" data-attributes="member: 5100"><p>Other.</p><p></p><p>For any single mechanic, say attack for an example, there is a sweet spot. If there is no randomness, then there is no point to playing it out. The 3rd level fighter <u>always</u> hits (or misses) the orc. On the other hand, if the orc has a random AC every round, you lose cohesion in the game. Different systems use different balance points to evoke different moods. D&D works well with a static AC and a random attack. WoD works well with opposed checks <em>based on stats</em>. Both have a reasonable and intuitively predictable (i.e. you may not know 15%, but there's a gut level feel for how difficult something is) chance of success.</p><p></p><p>On the other hand, certain actions or circumstances <em>in game</em> demand a higher or lower level of randomness. I would not play a (non-joke) game that required me to roll to walk across the room or chew my food. On the other end, I loves me the 1e Deck of Many Things that could kill you or make you a near god with a single draw.</p><p></p><p>Again, those are both special cases. For the core mechanics of a game, I really think there's a sweet spot that has neither too high nor too low randomness.</p></blockquote><p></p>
[QUOTE="Mercule, post: 4693222, member: 5100"] Other. For any single mechanic, say attack for an example, there is a sweet spot. If there is no randomness, then there is no point to playing it out. The 3rd level fighter [u]always[/u] hits (or misses) the orc. On the other hand, if the orc has a random AC every round, you lose cohesion in the game. Different systems use different balance points to evoke different moods. D&D works well with a static AC and a random attack. WoD works well with opposed checks [i]based on stats[/i]. Both have a reasonable and intuitively predictable (i.e. you may not know 15%, but there's a gut level feel for how difficult something is) chance of success. On the other hand, certain actions or circumstances [i]in game[/i] demand a higher or lower level of randomness. I would not play a (non-joke) game that required me to roll to walk across the room or chew my food. On the other end, I loves me the 1e Deck of Many Things that could kill you or make you a near god with a single draw. Again, those are both special cases. For the core mechanics of a game, I really think there's a sweet spot that has neither too high nor too low randomness. [/QUOTE]
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