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General Tabletop Discussion
*Pathfinder & Starfinder
On smaller bonuses and the d20 mechanic
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<blockquote data-quote="Crazy Jerome" data-source="post: 5801727" data-attributes="member: 54877"><p>You are more or less correct, but this part is where more options are possible. That is, it is true that there is no other parameter to tweak, but you can change the scope of the task, the nature of success/failure, and a whole host of other options.</p><p> </p><p>For example, you allow multiple rolls of the d20 for competent characters. Some people even feel that this more accurately models competence, as the upper end of what the character can do doesn't move very much (with that small modifier) but their success becomes much more reliable.</p><p> </p><p>Or you can provide fate points or other such means for conditional and/or "post roll" mods (or rerolls) or reduction of the DC--to give that feeling of control back. My 1d20+2 versus DC 16 may not be all that impressive compared to Joe Schlub with his 1d20+0, but if I can manipulate the situation with some other resource, then you retrieve both the feel of control and statistical likelihood of success. (It appears in the little we have so far, that skills may fill part of this role in 5E, though they will have a straight mod effect as well.)</p><p> </p><p>That doesn't even get into powers, skills, abilities, magic, etc. that can be used to nullify the need for a roll in the first place and/or radically change what the roll does for you. Think <em>spider climb</em> versus a normal climb.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5801727, member: 54877"] You are more or less correct, but this part is where more options are possible. That is, it is true that there is no other parameter to tweak, but you can change the scope of the task, the nature of success/failure, and a whole host of other options. For example, you allow multiple rolls of the d20 for competent characters. Some people even feel that this more accurately models competence, as the upper end of what the character can do doesn't move very much (with that small modifier) but their success becomes much more reliable. Or you can provide fate points or other such means for conditional and/or "post roll" mods (or rerolls) or reduction of the DC--to give that feeling of control back. My 1d20+2 versus DC 16 may not be all that impressive compared to Joe Schlub with his 1d20+0, but if I can manipulate the situation with some other resource, then you retrieve both the feel of control and statistical likelihood of success. (It appears in the little we have so far, that skills may fill part of this role in 5E, though they will have a straight mod effect as well.) That doesn't even get into powers, skills, abilities, magic, etc. that can be used to nullify the need for a roll in the first place and/or radically change what the roll does for you. Think [I]spider climb[/I] versus a normal climb. [/QUOTE]
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On smaller bonuses and the d20 mechanic
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