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Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)
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<blockquote data-quote="System Ufera" data-source="post: 6231324" data-attributes="member: 6671268"><p>Hello, everyone! I'm making my own RPG system from the ground up, and I've come here for advice before on things like designing content and whatnot. This, however, may be the biggest challenge yet...</p><p></p><p>To start, my system, preemptively called "TD Percentile," is, obviously, a percentile system; it relies on percentile dice, and like most similar systems, you must roll below an upper limit in order to succeed. The "TD" stands for Talent and Difficulty; Talent, or how capable your character is at any given task, serves as the upper limit for a roll to be successful, whereas Difficulty is a lower limit defined by the difficulty of the task. Therefore, in my system, you're not just rolling below your talent, but above the difficulty.</p><p></p><p>The talent with any given task is determined by adding two attributes of your character - either two Main Attributes, like Strength or Agility; or a Main Attribute and a Skill, like Knowledge and Physics - and adding in any additional bonuses and such. These attributes, like all other aspects of your character, may be increased by spending experience on them. If a character is doing something opposed by another character, such as attacking said other character, the Difficulty of the attack roll is usually determined by a derived stat known as a Defense (Blocking, Dedication, Dodging, Fortitude, or Skepticism)</p><p></p><p>The problem I'm having so far is a matter of scale, if you will - at the very first level, most characters have barely enough talent at the things they focus on to be considered almost effective. On the other hand, according to one of my friends and co-developers, at level 5 they just don't have any more room to improve their Talent at what they focus on, because said Talent is already at or above 100, the highest effective Talent someone can reach in a percentile system (there are 10 levels in my system, by the way). He also said that he could make a character with a Blocking Defense in the 90's by level 10, meaning that even the very best characters only have a 10% chance to hit this character with physical attacks. While I have yet to look at his math, I already know that a blocking defense upwards of 60 wouldn't be unthinkable in the system as it is now.</p><p></p><p>As of right now, my goals with this system are the following:</p><p>1. A character's stats should have a reasonable impact on the character's Talent.</p><p>2. A reasonable character must have enough Talent to be effective at what they do at any level.</p><p>3. There should be a significant difference between the abilities of a low-level character and a high-level character.</p><p>4. An army of low level characters should stand at least a reasonable chance against a high level character (thus, none of the unrealistic bounded accuracy of 4th edition DnD).</p><p></p><p>Goals #2, #3, and #4, unfortunately, do not mix well. As such, I'd like to know how other percentile systems have balanced between those goals. Going away from percentile altogether, while being an option, is a very last-resort option for me. If any more information is needed, I'm willing to share it upon request.</p><p></p><p>Thanks in advance for any help provided.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6231324, member: 6671268"] Hello, everyone! I'm making my own RPG system from the ground up, and I've come here for advice before on things like designing content and whatnot. This, however, may be the biggest challenge yet... To start, my system, preemptively called "TD Percentile," is, obviously, a percentile system; it relies on percentile dice, and like most similar systems, you must roll below an upper limit in order to succeed. The "TD" stands for Talent and Difficulty; Talent, or how capable your character is at any given task, serves as the upper limit for a roll to be successful, whereas Difficulty is a lower limit defined by the difficulty of the task. Therefore, in my system, you're not just rolling below your talent, but above the difficulty. The talent with any given task is determined by adding two attributes of your character - either two Main Attributes, like Strength or Agility; or a Main Attribute and a Skill, like Knowledge and Physics - and adding in any additional bonuses and such. These attributes, like all other aspects of your character, may be increased by spending experience on them. If a character is doing something opposed by another character, such as attacking said other character, the Difficulty of the attack roll is usually determined by a derived stat known as a Defense (Blocking, Dedication, Dodging, Fortitude, or Skepticism) The problem I'm having so far is a matter of scale, if you will - at the very first level, most characters have barely enough talent at the things they focus on to be considered almost effective. On the other hand, according to one of my friends and co-developers, at level 5 they just don't have any more room to improve their Talent at what they focus on, because said Talent is already at or above 100, the highest effective Talent someone can reach in a percentile system (there are 10 levels in my system, by the way). He also said that he could make a character with a Blocking Defense in the 90's by level 10, meaning that even the very best characters only have a 10% chance to hit this character with physical attacks. While I have yet to look at his math, I already know that a blocking defense upwards of 60 wouldn't be unthinkable in the system as it is now. As of right now, my goals with this system are the following: 1. A character's stats should have a reasonable impact on the character's Talent. 2. A reasonable character must have enough Talent to be effective at what they do at any level. 3. There should be a significant difference between the abilities of a low-level character and a high-level character. 4. An army of low level characters should stand at least a reasonable chance against a high level character (thus, none of the unrealistic bounded accuracy of 4th edition DnD). Goals #2, #3, and #4, unfortunately, do not mix well. As such, I'd like to know how other percentile systems have balanced between those goals. Going away from percentile altogether, while being an option, is a very last-resort option for me. If any more information is needed, I'm willing to share it upon request. Thanks in advance for any help provided. [/QUOTE]
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