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J. Tweet's comments on Swords & Wizardry
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<blockquote data-quote="ExploderWizard" data-source="post: 4875431" data-attributes="member: 66434"><p>You are aware that there is no probability curve on a 1d anything right?</p><p> </p><p> </p><p> </p><p>Different mechanics don't have to be used for any reasons of realism but they may come in handy for modeling certain constructs the way someone wants them to work. This isn't an attempt at realism, rather it's simply a method for designing a tool to do a specific job. A d20 plus modifiers is a useful tool but it might not fit for every single type of task resolution. </p><p> </p><p>Some people might not want to use such a quirky random method of d20 + modifiers for skill based tasks, especially if the difficulty for such tasks scales with level. Does a character really grow and improve if the odds of success at performing a given task remain the same? If the goal is to engineer a task system whereby a player needs to roll a certain raw number to succeed and to keep such odds stable over the levels then d20 + modifiers vs scaling DC's fits the bill. </p><p> </p><p>That, to me, while a workable mechanic does not fit the description of skill as it is commonly defined. If we are to see measurable improvement then actual odds of success should increase steadily as skill improves. IMHO a flat 1d anything roll makes this more difficult to model.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4875431, member: 66434"] You are aware that there is no probability curve on a 1d anything right? Different mechanics don't have to be used for any reasons of realism but they may come in handy for modeling certain constructs the way someone wants them to work. This isn't an attempt at realism, rather it's simply a method for designing a tool to do a specific job. A d20 plus modifiers is a useful tool but it might not fit for every single type of task resolution. Some people might not want to use such a quirky random method of d20 + modifiers for skill based tasks, especially if the difficulty for such tasks scales with level. Does a character really grow and improve if the odds of success at performing a given task remain the same? If the goal is to engineer a task system whereby a player needs to roll a certain raw number to succeed and to keep such odds stable over the levels then d20 + modifiers vs scaling DC's fits the bill. That, to me, while a workable mechanic does not fit the description of skill as it is commonly defined. If we are to see measurable improvement then actual odds of success should increase steadily as skill improves. IMHO a flat 1d anything roll makes this more difficult to model. [/QUOTE]
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