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General Tabletop Discussion
*Dungeons & Dragons
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: 6232410" data-attributes="member: 6671268"><p>Ah, I see. The reason I have a minimum value for the percentile roll is so that people can keep track of their own stats without having to worry too much about the stats of others for everything they do. This will be demonstrated in the paragraphs below, assuming the scenario of a PC acting against (as in attacking or casting a hostile spell at) an NPC.</p><p></p><p>Difficulty Minimum: The player tells the GM what's going on, then rolls. The player merely has to compare their rolls to their own stats, and if they roll below their Talent, they then ask the GM if what they rolled was above whatever Difficulty applies.</p><p></p><p>Difficulty Subtraction: The Player would have to tell the GM not only what the PC is doing, but also tell the GM beforehand what defenses would be applicable if a spell is being cast or a special type of attack is being made. The GM would then have to tell the player what the difficulty is, and the player would have to subtract the difficulty from the Talent before rolling. Even if it ends up not being too much to keep track of, it still would bog down a game in an irritating fashion with all the repetition of the same dialogue.</p><p></p><p>This is one of the reasons why I'm hesitant to adopt the Bypass mechanism that my players came up with; even though it bogs the game down a lot less than the Difficulty Subtraction method, and it wouldn't even apply until later levels, it still puts an extra step of repetitive dialogue in the process. The player tells the GM what the PC is going to do, then tells the GM to subtract a certain number from the Difficulty; after that, it would proceed as normal with the Difficulty Minimum method. If we can't think of anything better, we'll have to keep it, though I'd rather not include the extra step.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6232410, member: 6671268"] Ah, I see. The reason I have a minimum value for the percentile roll is so that people can keep track of their own stats without having to worry too much about the stats of others for everything they do. This will be demonstrated in the paragraphs below, assuming the scenario of a PC acting against (as in attacking or casting a hostile spell at) an NPC. Difficulty Minimum: The player tells the GM what's going on, then rolls. The player merely has to compare their rolls to their own stats, and if they roll below their Talent, they then ask the GM if what they rolled was above whatever Difficulty applies. Difficulty Subtraction: The Player would have to tell the GM not only what the PC is doing, but also tell the GM beforehand what defenses would be applicable if a spell is being cast or a special type of attack is being made. The GM would then have to tell the player what the difficulty is, and the player would have to subtract the difficulty from the Talent before rolling. Even if it ends up not being too much to keep track of, it still would bog down a game in an irritating fashion with all the repetition of the same dialogue. This is one of the reasons why I'm hesitant to adopt the Bypass mechanism that my players came up with; even though it bogs the game down a lot less than the Difficulty Subtraction method, and it wouldn't even apply until later levels, it still puts an extra step of repetitive dialogue in the process. The player tells the GM what the PC is going to do, then tells the GM to subtract a certain number from the Difficulty; after that, it would proceed as normal with the Difficulty Minimum method. If we can't think of anything better, we'll have to keep it, though I'd rather not include the extra step. [/QUOTE]
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Making a homebrew system; need help w/ optimizing and balancing system itself (percentile)
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