Celebrim
Legend
The D20 mechanic seems to work well for skills where we expect a binary outcome - you either do something or know something or you don't. In this case, the mechanic is both simple and has strong versimilitude.
The D20 system also has a built in mechanic - the 'critical' - for situations where 'succeed', 'fail', and 'strong success' are the expected outcomes, and we have examples of systems like FantasyCraft where this is generalized across the system. On the other hand, it's not obvious to me that 'strong success' is intuitive to all skills and situations. Quite a few situations seem clearly binary to me. Nonetheless, it's there if we want it.
The D20 mechanic works less well when the outcomes are succeed, fail, and fumble but we have several techniques we can employ here. We can borrow the 'critical' mechanic and invert it, and indeed I've done so in a limited away. FantasyCraft again in its revision of 3.0 generalizes the fumble as system wide, though again I find this probablimatic as it isn't not often clear what's worse than failure in general terms. (I'm hesistant to build systems that rely on a large degree of DM fiat, especially when it comes to failure. That's fine for something like Paranoia, but maybe not for a game where character life expectancy isn't normally measured in real world minutes.) The other thing we can do is something like the climb skill, where failure by more than 5 represents the critical failure.
Question #1 that I'm interested in is, would it be better if the climb skill only resulted in a fall on a 'fumble' (that is an inverted critical) rather than failure by 5? That is too say, are the existing place where we use failure by 5 reasonable, and in fact should we not be using 'fumble' in these cases? What are the consequences of that change?
Where I've really had problems with D20 is when the the skill isn't even slightly binary. In these cases, D20 tends to use a 'degree of success' mechanic, that is, for every 1 you exceed some target score your success improves by 1 factor. For example, the outcome of your roll might be the number of feet that you jump. However, this degree of success mechanic turns out in play to be too luck dependent. A player does not know whether his character will be able to jump 10' or 30', and it makes a very big difference if you are trying to clear a deep chasm with lava at the bottom.
In the RAW, I think Jump is about the only degree of success skill, but over the years I've introduced others: porter (which effects your carrying weight, potentially reducing your encumberance penalty) and running (which effects your base speed). I've gone through several iterations of these rules and I've never been quite happy with them. For example, for the longest time 'running' only effected your run speed and added to the end of it as bonus movement. But running doesn't happen alot, and I always wanted running to effect normal movement as well - essentially letting any character trained in the skill do a 'rage' movement, gaining an increase in base speed at the cost of temporary fatigue at the end of it.
I've been frustrated for years by the Jump skill, but while I was thinking about Question #1 above I realized that maybe the answer was staring me in the face all along. My thought is that for 'degree of success' perhaps the solution is to invert the 'failure by 5 rule' so that we have a 'success by 5 rule' where each success by 5 or more increases your base expectation of success by one. So for example, maybe you can automatically jump horizontally a distance equal to 1/2 your height + your jump bonus (say +9) or for a total of 12'. Then, if you want to strain for more success, you can make a skill check and gain 1 additional foot for every 5 you beat a 10 by. For the guy with +9 skill, that means the potential results are no extra feet (6 or less on the throw), or 1-3 extra feet with the maximum being a 29 (with the roll of a 20). This gives a final result of 12-15' in distance (all jumps will vary by a 1d4-1 foot range despite using a d20 resolution). This range is small enough that I now know that I can jump the 10' pit, even if I roll a 1, and I also know that if the needed jump is 15' the worst that might happen is that I'll have to stretch and land prone or catch the edge of the pit to avoid falling in. This makes 'stunting' a much more predictable and hense worthwhile endeavor.
It occurs to me that the Knowledge skill has been effectively using this mechanic for a while, only it was hidden by being implicit.
Question #2 is, does this seem like a reasonable solution? Anyone see any problems? The only one I can see is that 'taking 10' won't be nearly as useful, and so certain skill masteries will suffer in utility, but I think this is a really big improvement nonetheless.
Question #3 is, can anyone brainstorm up some non-binary skills or skills?Are there any in the RAW that would improve in versimilitude if we modified them to be 'degree of success'. The only two I can think of right now from the RAW are 'Appraise' and 'Speak Language', but maybe there are some that are less obvious.
The D20 system also has a built in mechanic - the 'critical' - for situations where 'succeed', 'fail', and 'strong success' are the expected outcomes, and we have examples of systems like FantasyCraft where this is generalized across the system. On the other hand, it's not obvious to me that 'strong success' is intuitive to all skills and situations. Quite a few situations seem clearly binary to me. Nonetheless, it's there if we want it.
The D20 mechanic works less well when the outcomes are succeed, fail, and fumble but we have several techniques we can employ here. We can borrow the 'critical' mechanic and invert it, and indeed I've done so in a limited away. FantasyCraft again in its revision of 3.0 generalizes the fumble as system wide, though again I find this probablimatic as it isn't not often clear what's worse than failure in general terms. (I'm hesistant to build systems that rely on a large degree of DM fiat, especially when it comes to failure. That's fine for something like Paranoia, but maybe not for a game where character life expectancy isn't normally measured in real world minutes.) The other thing we can do is something like the climb skill, where failure by more than 5 represents the critical failure.
Question #1 that I'm interested in is, would it be better if the climb skill only resulted in a fall on a 'fumble' (that is an inverted critical) rather than failure by 5? That is too say, are the existing place where we use failure by 5 reasonable, and in fact should we not be using 'fumble' in these cases? What are the consequences of that change?
Where I've really had problems with D20 is when the the skill isn't even slightly binary. In these cases, D20 tends to use a 'degree of success' mechanic, that is, for every 1 you exceed some target score your success improves by 1 factor. For example, the outcome of your roll might be the number of feet that you jump. However, this degree of success mechanic turns out in play to be too luck dependent. A player does not know whether his character will be able to jump 10' or 30', and it makes a very big difference if you are trying to clear a deep chasm with lava at the bottom.
In the RAW, I think Jump is about the only degree of success skill, but over the years I've introduced others: porter (which effects your carrying weight, potentially reducing your encumberance penalty) and running (which effects your base speed). I've gone through several iterations of these rules and I've never been quite happy with them. For example, for the longest time 'running' only effected your run speed and added to the end of it as bonus movement. But running doesn't happen alot, and I always wanted running to effect normal movement as well - essentially letting any character trained in the skill do a 'rage' movement, gaining an increase in base speed at the cost of temporary fatigue at the end of it.
I've been frustrated for years by the Jump skill, but while I was thinking about Question #1 above I realized that maybe the answer was staring me in the face all along. My thought is that for 'degree of success' perhaps the solution is to invert the 'failure by 5 rule' so that we have a 'success by 5 rule' where each success by 5 or more increases your base expectation of success by one. So for example, maybe you can automatically jump horizontally a distance equal to 1/2 your height + your jump bonus (say +9) or for a total of 12'. Then, if you want to strain for more success, you can make a skill check and gain 1 additional foot for every 5 you beat a 10 by. For the guy with +9 skill, that means the potential results are no extra feet (6 or less on the throw), or 1-3 extra feet with the maximum being a 29 (with the roll of a 20). This gives a final result of 12-15' in distance (all jumps will vary by a 1d4-1 foot range despite using a d20 resolution). This range is small enough that I now know that I can jump the 10' pit, even if I roll a 1, and I also know that if the needed jump is 15' the worst that might happen is that I'll have to stretch and land prone or catch the edge of the pit to avoid falling in. This makes 'stunting' a much more predictable and hense worthwhile endeavor.
It occurs to me that the Knowledge skill has been effectively using this mechanic for a while, only it was hidden by being implicit.
Question #2 is, does this seem like a reasonable solution? Anyone see any problems? The only one I can see is that 'taking 10' won't be nearly as useful, and so certain skill masteries will suffer in utility, but I think this is a really big improvement nonetheless.
Question #3 is, can anyone brainstorm up some non-binary skills or skills?Are there any in the RAW that would improve in versimilitude if we modified them to be 'degree of success'. The only two I can think of right now from the RAW are 'Appraise' and 'Speak Language', but maybe there are some that are less obvious.