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<blockquote data-quote="TBeholder" data-source="post: 6974338" data-attributes="member: 41606"><p>Or maybe you didn't set the penalty high enough.</p><p>Anyway, your argument boils down to that ~L/R^2 is approximated better by ~(L - ln R) than ~(L-R), and base your argument on an assumption that such an approximation must work equally well on great distances with minor relative changes and on very short distances changing by orders of magnitude. I can only quote Uncle Joe: "Both are worse". <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>This also raises a question: are Perception and signature values (to which the range penalties are applied) themselves <em>already on a logarithmic scale</em> or not?</p><p>And the same for the rest of them, of course. Which is tied to the question of random distributions, of course.</p><p></p><p> D6 is not bad, but...</p><p>This raises another very YMMV issue: </p><p>‣ Plain numeric adjustment: e.g. *D&D, RuneQuest?</p><p>‣ Dice stepping: e.g. Cortex system (used in Castlemourn), Savage Worlds?</p><p>‣ Dice pool: e.g. d6, Shadowrun/Earthdawn?</p><p>‣ Something weird? <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p>Dice stepping is not streamlined nor very transparent. If you ever need to pick different dice for one check, why not to switch to dice pool, so that it's at least the same die? Or to Alternity, where one of two remains the same (also, it already has structured skills and there are multiple hitpoint tracks - YMMV, but it also allows extreme scaling in an easy and uniform way).</p><p>RuneQuest/OpenQuest uses d100 and is somewhere between *D&D, SPECIAL and Warhammer Fantasy/40k RP. Some parts are a little more convoluted than they could be, but nothing horrible. And import of most things from Warhammer RP is fairly straightforward, if you want it - IMO, a little d10 transfusion could do OpenQuest much good.</p></blockquote><p></p>
[QUOTE="TBeholder, post: 6974338, member: 41606"] Or maybe you didn't set the penalty high enough. Anyway, your argument boils down to that ~L/R^2 is approximated better by ~(L - ln R) than ~(L-R), and base your argument on an assumption that such an approximation must work equally well on great distances with minor relative changes and on very short distances changing by orders of magnitude. I can only quote Uncle Joe: "Both are worse". :] This also raises a question: are Perception and signature values (to which the range penalties are applied) themselves [I]already on a logarithmic scale[/I] or not? And the same for the rest of them, of course. Which is tied to the question of random distributions, of course. D6 is not bad, but... This raises another very YMMV issue: ‣ Plain numeric adjustment: e.g. *D&D, RuneQuest? ‣ Dice stepping: e.g. Cortex system (used in Castlemourn), Savage Worlds? ‣ Dice pool: e.g. d6, Shadowrun/Earthdawn? ‣ Something weird? :heh: Dice stepping is not streamlined nor very transparent. If you ever need to pick different dice for one check, why not to switch to dice pool, so that it's at least the same die? Or to Alternity, where one of two remains the same (also, it already has structured skills and there are multiple hitpoint tracks - YMMV, but it also allows extreme scaling in an easy and uniform way). RuneQuest/OpenQuest uses d100 and is somewhere between *D&D, SPECIAL and Warhammer Fantasy/40k RP. Some parts are a little more convoluted than they could be, but nothing horrible. And import of most things from Warhammer RP is fairly straightforward, if you want it - IMO, a little d10 transfusion could do OpenQuest much good. [/QUOTE]
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