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*Dungeons & Dragons
Modos RPG Playtest 1: the One True System
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<blockquote data-quote="Dethklok" data-source="post: 6251993" data-attributes="member: 6746469"><p>OK the first thing I have to say regarding the combat section is that the way you make a resisted d20 vs d20 roll your central mechanic is a good idea, but with the caveat that it gives you false precision and huge numbers that you then have to pull down by a factor of four when assigning degrees of success. If you rolled d6 vs d6 to begin with, not only would your numbers be more manageable, but the difference between rolls would immediately be the degree of success.</p><p></p><p>By the way, since you do have this concept of Degree of Opportunity, your game is open to a much more elegant system for dealing damage - simply use degree of success as the damage for any attack.</p><p></p><p></p><p>Next, you use <em>take half</em> in a way that seems problematic. You say that "there can be a lot of rolling going on" and that Modos offers a "simple solution." Unfortunately "take half" isn't simple - it's another rule patched onto the already complicated ruleset which raises its own problems: any time someone takes half, the spread of successes narrows, sometimes to the point that one character will be unhittable! D&D at least restricted <em>take ten</em> to when characters were safe, so that it could only be applied to routine tasks. If you followed suit, the rule would work... but it would also remain a complexity band-aid. A more elegant design wouldn't need it.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6251993, member: 6746469"] OK the first thing I have to say regarding the combat section is that the way you make a resisted d20 vs d20 roll your central mechanic is a good idea, but with the caveat that it gives you false precision and huge numbers that you then have to pull down by a factor of four when assigning degrees of success. If you rolled d6 vs d6 to begin with, not only would your numbers be more manageable, but the difference between rolls would immediately be the degree of success. By the way, since you do have this concept of Degree of Opportunity, your game is open to a much more elegant system for dealing damage - simply use degree of success as the damage for any attack. Next, you use [i]take half[/i] in a way that seems problematic. You say that "there can be a lot of rolling going on" and that Modos offers a "simple solution." Unfortunately "take half" isn't simple - it's another rule patched onto the already complicated ruleset which raises its own problems: any time someone takes half, the spread of successes narrows, sometimes to the point that one character will be unhittable! D&D at least restricted [i]take ten[/i] to when characters were safe, so that it could only be applied to routine tasks. If you followed suit, the rule would work... but it would also remain a complexity band-aid. A more elegant design wouldn't need it. [/QUOTE]
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