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Is it time for 5E?
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<blockquote data-quote="pemerton" data-source="post: 5437083" data-attributes="member: 42582"><p>To the best of my memory, it isn't in either book. I think it is suggested in the "GM troubleshooting" section of the Moldvay Basic rules - but again, that is from memory only.</p><p></p><p>Doesn't this depend on how big you want the typical differential in a party to be?</p><p></p><p>For example, consider a first level untrained skill check, with a stat spread from 8 to 18 (pretty typical for 3E or 4e), against a DC of 10 (pretty typical for 1st level in either of those systems). The 8 has a 50% chance of success (with a -1, succeeds on 11+). The 18 has a 75% chance of success (with a +4, succeeds on 6+). The 18 will fail 1 time in 4. The 8 will fail twice as often - 1 time in 2.</p><p></p><p>A roll-under-stat mechanic gives the 8 a 40% chance of success (succeeds on 8 or less) and the 18 a 90% chance of success (succeeds on 18 or less). So the 18 will fail 1 time in 10. The 8 will fail 6 times as often - 3 times in 5.</p><p></p><p>Which ratio of failure propsects between strong and weak PCs makes for a better game? This isn't something to be worked out just on the basis of nostalgia or simplicity. It takes at least a bit of maths, and then a lot of playtesting to work out.</p><p></p><p>I can certainly see why the 3E and 4e designers (and the 2nd ed Skills and Powers designers, for that matter) thought they had reasons for going the way they did. A challenge in an adventure where one PC is six times more likely than another to fail is a difficult one to GM - if only the strong PC has to deal with it, it runs the risk of being nothing more than a tedious roadbump, and if every PC has to deal with it, disaster is likely. Reducing the difference in the propsects of individual PC failure makes it viable to set up a challenge which only 1 PC has to deal with, but which need not be the strong PC, and also a challenge which every PC has to deal with to at least some extent.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5437083, member: 42582"] To the best of my memory, it isn't in either book. I think it is suggested in the "GM troubleshooting" section of the Moldvay Basic rules - but again, that is from memory only. Doesn't this depend on how big you want the typical differential in a party to be? For example, consider a first level untrained skill check, with a stat spread from 8 to 18 (pretty typical for 3E or 4e), against a DC of 10 (pretty typical for 1st level in either of those systems). The 8 has a 50% chance of success (with a -1, succeeds on 11+). The 18 has a 75% chance of success (with a +4, succeeds on 6+). The 18 will fail 1 time in 4. The 8 will fail twice as often - 1 time in 2. A roll-under-stat mechanic gives the 8 a 40% chance of success (succeeds on 8 or less) and the 18 a 90% chance of success (succeeds on 18 or less). So the 18 will fail 1 time in 10. The 8 will fail 6 times as often - 3 times in 5. Which ratio of failure propsects between strong and weak PCs makes for a better game? This isn't something to be worked out just on the basis of nostalgia or simplicity. It takes at least a bit of maths, and then a lot of playtesting to work out. I can certainly see why the 3E and 4e designers (and the 2nd ed Skills and Powers designers, for that matter) thought they had reasons for going the way they did. A challenge in an adventure where one PC is six times more likely than another to fail is a difficult one to GM - if only the strong PC has to deal with it, it runs the risk of being nothing more than a tedious roadbump, and if every PC has to deal with it, disaster is likely. Reducing the difference in the propsects of individual PC failure makes it viable to set up a challenge which only 1 PC has to deal with, but which need not be the strong PC, and also a challenge which every PC has to deal with to at least some extent. [/QUOTE]
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