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<blockquote data-quote="Nichwee" data-source="post: 5694404" data-attributes="member: 84242"><p>This issue with skill where you want things to be able to have a person be better another but not insurmountably so, but also avoiding the "Expert rolling low loses to first timer rolling well" makes me think of the solution they had in another RP game a played once. </p><p>It went like this:</p><p>When you rolled for a skill (or attack, or anything but damage tbh) you rolled 3 dice and used the middle one - though you could get percs or flaws that meant you took the highest or lowest. Assuming no perks or flaws you got the exact same average as normal for the dice you were using, but you got a much tighter spread around that average.</p><p>This meant that being 3-4 higher on bonuses meant you nearly always had the best roll by at least a couple, but once in a while you screwed up, or did really well.</p><p>This version had 3 bonuses imo: </p><p>1) It correctly represented the fact that the most common outcome was an average performance (whereas a single dice gives the same odds for a bad performance as for a great one or an average one).</p><p>2) A small bonus to the roll would notably translate into the same bonus in results, as the swing of the dice came into it less so smaller bonuses can be used to differentiate good from bad at something.</p><p>3) It adds two ways to differentiate bad-average-good performers. You can have things like bonuses to the rolls and the ability to alter which dice of the 3 you take. So you could have: </p><p>Untrained = +0. Trained = +5. Skill Focus = +3 (As we have atm) </p><p>while also having things that are considered "Skilled uses" (like tightrope walking as opposed to staying upright on a ship in a storm, even if they had similar DCs), so those Untrained also get forced to take the lowest dice, and powers/feats/etc that can let you use the highest dice (like a power that gives someone a +2 bonus to a skill check and lets them use the highest of the dice rolled, as opposed to things like the Bard giving +5 or +10 to a roll which can make things <em>'too'</em> certain).</p></blockquote><p></p>
[QUOTE="Nichwee, post: 5694404, member: 84242"] This issue with skill where you want things to be able to have a person be better another but not insurmountably so, but also avoiding the "Expert rolling low loses to first timer rolling well" makes me think of the solution they had in another RP game a played once. It went like this: When you rolled for a skill (or attack, or anything but damage tbh) you rolled 3 dice and used the middle one - though you could get percs or flaws that meant you took the highest or lowest. Assuming no perks or flaws you got the exact same average as normal for the dice you were using, but you got a much tighter spread around that average. This meant that being 3-4 higher on bonuses meant you nearly always had the best roll by at least a couple, but once in a while you screwed up, or did really well. This version had 3 bonuses imo: 1) It correctly represented the fact that the most common outcome was an average performance (whereas a single dice gives the same odds for a bad performance as for a great one or an average one). 2) A small bonus to the roll would notably translate into the same bonus in results, as the swing of the dice came into it less so smaller bonuses can be used to differentiate good from bad at something. 3) It adds two ways to differentiate bad-average-good performers. You can have things like bonuses to the rolls and the ability to alter which dice of the 3 you take. So you could have: Untrained = +0. Trained = +5. Skill Focus = +3 (As we have atm) while also having things that are considered "Skilled uses" (like tightrope walking as opposed to staying upright on a ship in a storm, even if they had similar DCs), so those Untrained also get forced to take the lowest dice, and powers/feats/etc that can let you use the highest dice (like a power that gives someone a +2 bonus to a skill check and lets them use the highest of the dice rolled, as opposed to things like the Bard giving +5 or +10 to a roll which can make things [I]'too'[/I] certain). [/QUOTE]
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