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Is math a flaw?

AllPurposeNerd

First Post
No time for a 'hi, im new lol' thread. I have issues to discuss.

I've been working on a system for a few weeks now. At it's core, the system's challenge resolution mechanic is 'd100 roll high'. It's almost like d20 multiplied by 5, which means that mid to high levels frequently involves adding three-digit numbers.

Is this a flaw? Would you buy or play a game that expected you to add or subtract those numbers in your head? If you found yourself frequently reaching for a calculator [app], would you resent it?

I'm knee-deep in this thing with designs on making it my job and I suddenly feel as if I've made a horrible mistake.
 

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Any system that doesn't use natural logs is to simplistic. :D

I'd have no problem with the system but I do game with people that would not want to do that much math in their head.
 



What advantage does the granularity give you?

Finer control over differences in ability, easier translation to real world values, and a snappy, unused name?

I could (and should) just playtest it with smaller values to see if the impact is significant, but the only mechanic I can see being directly impacted is my Skill Mastery ability. Y'know those double rolling abilities in d20 where you take the higher of two rolls? This takes advantage of the fact that d100 is 2d10 by letting you designate the tens die after rolling rather than before. It averages out to about a +15 (link). Replacing this with a conventional double roll probably wouldn't be missed except by me.
 
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I wouldn't mind it, but it would be a dealbreaker for about half my group.

Extrapolating from that... well... make sure it's a damn compelling system.
 



Note that you can effect the same detail by using an additional die, and having that die provide a modified effect.

1d20 "base", 1d6 "special effect"

See, for example, the newest Warhammer Fantasy Roll Play, which pretty much only has special dice.

That would give you a bigger range of outcomes, while shifting the detail to where it is needed.

For example, if you wanted "normal" criticals about 5% of the time and "super" criticals 1% of the time, you could have a (20, 1-5) be a normal critical and a (20, 6) be a "super" critical. You would ignore the extra die a lot of the time, making the granularity, say, between 6-95 still on the d20 scale, with the extra detail only at the extremes.

Anyways, my 2c. There is a lot of room to play within this space.

TomB
 

Math actually assists gaming. Making the math too difficult shrinks the customer base of who will buy it. (There are some math geeks who will flock to it, but it better make sense then)

IIRC Rolemaster was a d100 game. You might look at the core mechanics for it. It's difficulty was the number of tables published for it. Adding and subtracting a lot of 2-digit numbers could also be a real hurdle for players.

Also, who is your audience? I wouldn't suggest this for younger kids. But then, what do I know? I've met many grade schoolers who knew their arithmetic better than many adults.
 

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