Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="System Ufera" data-source="post: 6232358" data-attributes="member: 6671268"><p>...You do realize that it's impossible to get above a 100% chance to succeed, right? That's basically what Talent in my game is: it's the likelihood for your character to succeed at any given thing, based on your character's abilities. Sure, technically you can have a Talent above 100, but without special mechanics in play, it won't make a difference whether your Talent is 100, 200, 1,000, googolplex, etc.</p><p></p><p>In case it wasn't clear: how Talent works in my game is that two Main Attributes, or a Main Attribute and a Skill, will be added together, along with any relevant bonuses, for anything the character tries to do. When rolling to determine if you succeed, you'll want to roll below your Talent. Let's say you're trying to make poison: You'd take your Knowledge Attribute (let's say 25) and your Chemistry Skill (let's say 30), add them together, and we'll also say you get a bonus to making poisons (+15). Given those numbers in the parentheses, your Talent to make a poison adds up to 70, meaning that, when making a simple potion (as in one with no Difficulty), you have a 70% chance to succeed. Difficulties represent how hard the task you're trying to accomplish is and any opposition to your completion of the task, and must be rolled above in order to succeed. More complex potions will have Difficulties attached to them; a Difficulty of 25 will mean you'll have to roll between 25 and 75 on your Percentile roll, giving you a 50% chance to succeed at making the potion.</p><p></p><p>Or, let's say you want to attack someone with a Longsword. As a Large Blade, attacking with a Longsword uses the Strength and Agility Attributes. Let's say you have a Strength of 35 and an Agility of 25, and a bonus of 12 to attack with a Longsword. As such, you have a Talent of 72, which means you have to roll below a 72. Your target, if living, may choose to either block or dodge, thereby applying either his Blocking or Dodging Defense as a Difficulty. Defenses, by default, are calculated by adding the Modifier (attribute/5, rounded down) of two Main Attributes, and can be added to with Benefits (my game's equivalent of perks), equipment, and cover. Blocking uses the Constitution and Instinct Modifiers, while Dodging uses the Agility and Instinct Modifiers. Let's say your target tries to block: his Constitution is 30, and his Instinct is 27. 30 divided by 5 is 6, and 27 divided by 5 (rounded down) is 5; therefore, his base Blocking is 6+5=11. Let's also say he has a Light Shield (+5 Blocking), and has a benefit that increases his blocking even further by 5 when he's wearing a shield. Therefore, you'll be adding that to his Blocking Defense: 5+5=10, and 11+10=21. All that considered, you'll have to roll between 21 and 72 to hit.</p><p></p><p>These are all numbers typical of characters from levels 1-3; when you've got a Strength of 65 and an Agility of 50, and a bonus of +25 to the Talent to use longswords, that adds up to a Talent of 140; sure, you won't have to worry about most penalties, but in most situations, it won't do you any more good than a Talent of 100, because you can't roll above 100 on a Percentile die. Furthermore, a roll of 100 is a guaranteed Critical Failure, so you're going to need to roll below 99 to succeed. Meanwhile, your targets may have 50 Constitution and 55 Instinct (10+11=21), and they may be wielding enchanted Tower Shields (+15 by default) and have maxed out all benefits that add to Blocking (let's say +25). That's a Blocking of 61, which you'll have to roll above. Having to roll between 61 and 99 only gives you a 38% chance to succeed.</p><p></p><p>As I said before, there is an idea my players and I will try out called "bypass," which means that a Talent above 100 will decrease the Difficulty of a task by the difference between the Talent and 100, but I'm not sure if it's going to be a permanent change. My system's not exactly streamlined as it is, and I don't want players and GM's to be keeping track of too many things during play.</p><p></p><p>That said, the cost to increase Main Attributes and Skills will rise as they get higher; that's something I've included from the start.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6232358, member: 6671268"] ...You do realize that it's impossible to get above a 100% chance to succeed, right? That's basically what Talent in my game is: it's the likelihood for your character to succeed at any given thing, based on your character's abilities. Sure, technically you can have a Talent above 100, but without special mechanics in play, it won't make a difference whether your Talent is 100, 200, 1,000, googolplex, etc. In case it wasn't clear: how Talent works in my game is that two Main Attributes, or a Main Attribute and a Skill, will be added together, along with any relevant bonuses, for anything the character tries to do. When rolling to determine if you succeed, you'll want to roll below your Talent. Let's say you're trying to make poison: You'd take your Knowledge Attribute (let's say 25) and your Chemistry Skill (let's say 30), add them together, and we'll also say you get a bonus to making poisons (+15). Given those numbers in the parentheses, your Talent to make a poison adds up to 70, meaning that, when making a simple potion (as in one with no Difficulty), you have a 70% chance to succeed. Difficulties represent how hard the task you're trying to accomplish is and any opposition to your completion of the task, and must be rolled above in order to succeed. More complex potions will have Difficulties attached to them; a Difficulty of 25 will mean you'll have to roll between 25 and 75 on your Percentile roll, giving you a 50% chance to succeed at making the potion. Or, let's say you want to attack someone with a Longsword. As a Large Blade, attacking with a Longsword uses the Strength and Agility Attributes. Let's say you have a Strength of 35 and an Agility of 25, and a bonus of 12 to attack with a Longsword. As such, you have a Talent of 72, which means you have to roll below a 72. Your target, if living, may choose to either block or dodge, thereby applying either his Blocking or Dodging Defense as a Difficulty. Defenses, by default, are calculated by adding the Modifier (attribute/5, rounded down) of two Main Attributes, and can be added to with Benefits (my game's equivalent of perks), equipment, and cover. Blocking uses the Constitution and Instinct Modifiers, while Dodging uses the Agility and Instinct Modifiers. Let's say your target tries to block: his Constitution is 30, and his Instinct is 27. 30 divided by 5 is 6, and 27 divided by 5 (rounded down) is 5; therefore, his base Blocking is 6+5=11. Let's also say he has a Light Shield (+5 Blocking), and has a benefit that increases his blocking even further by 5 when he's wearing a shield. Therefore, you'll be adding that to his Blocking Defense: 5+5=10, and 11+10=21. All that considered, you'll have to roll between 21 and 72 to hit. These are all numbers typical of characters from levels 1-3; when you've got a Strength of 65 and an Agility of 50, and a bonus of +25 to the Talent to use longswords, that adds up to a Talent of 140; sure, you won't have to worry about most penalties, but in most situations, it won't do you any more good than a Talent of 100, because you can't roll above 100 on a Percentile die. Furthermore, a roll of 100 is a guaranteed Critical Failure, so you're going to need to roll below 99 to succeed. Meanwhile, your targets may have 50 Constitution and 55 Instinct (10+11=21), and they may be wielding enchanted Tower Shields (+15 by default) and have maxed out all benefits that add to Blocking (let's say +25). That's a Blocking of 61, which you'll have to roll above. Having to roll between 61 and 99 only gives you a 38% chance to succeed. As I said before, there is an idea my players and I will try out called "bypass," which means that a Talent above 100 will decrease the Difficulty of a task by the difference between the Talent and 100, but I'm not sure if it's going to be a permanent change. My system's not exactly streamlined as it is, and I don't want players and GM's to be keeping track of too many things during play. That said, the cost to increase Main Attributes and Skills will rise as they get higher; that's something I've included from the start. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)
Top