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<blockquote data-quote="trancejeremy" data-source="post: 297508" data-attributes="member: 924"><p>Unless something changes in the final version, I think the task resolution system is seriously broken.</p><p></p><p>I mean, someone who is as good as a human can be in a skill, still always fails 25% of the time.</p><p></p><p>Do the math yourself - Someone really good at a skill has 1d12 in it. To suceed at an average task, he needs to roll a 4 or more.</p><p></p><p>So, on a 1, 2, or 3, he fails. That's 25% of the time (since 3 faces out of a d12s 12 would result in failure).</p><p></p><p>An untrained person (d4) only suceeds at an average task 25% of the time.</p><p></p><p>PCs (and important NPCs) do get to roll a d6 as well, and take the best roll, but this simply makes the game much more confusing, IMHO. </p><p></p><p>In d20, an average task has a DC of 10. </p><p></p><p>Someone who is really good at a skill would almost never fail at an average difficulty task. Someone who is untrained still has a decent shot at accomplishing an average difficulty task.</p><p></p><p>Add in the Take 10 and Take 20 rules, and you have a pretty darn solid (and realistic) skill system. Much better than Wild Card/Savage World/Whatever.</p><p></p><p>Think about it. Do you fail at 25% of the things you do? Probably not. There'd be a lot more car crashes. And when you look at the success rate for hard stuff, well, it would be a wonder if anyone survived surgery or installing Windows if the world ran using the Wild Card/Savage Worlds/Whatever rules.</p><p></p><p></p><p>I also think that rather than being quicker, the combat system is actually more complex.</p><p></p><p>in d20, you simply make an attack roll, and if hit, you roll damage.</p><p></p><p>in this, you make an attack roll, then the defender makes a defense roll. Then you have to roll damage, which also requires another roll by the defender to resist the damage.</p><p></p><p>So, basically, you're adding two extra rolls to the combat turn. Faster? No. </p><p></p><p>All of this also makes it much harder to gauge the strength of your PCs and the opponents.</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 297508, member: 924"] Unless something changes in the final version, I think the task resolution system is seriously broken. I mean, someone who is as good as a human can be in a skill, still always fails 25% of the time. Do the math yourself - Someone really good at a skill has 1d12 in it. To suceed at an average task, he needs to roll a 4 or more. So, on a 1, 2, or 3, he fails. That's 25% of the time (since 3 faces out of a d12s 12 would result in failure). An untrained person (d4) only suceeds at an average task 25% of the time. PCs (and important NPCs) do get to roll a d6 as well, and take the best roll, but this simply makes the game much more confusing, IMHO. In d20, an average task has a DC of 10. Someone who is really good at a skill would almost never fail at an average difficulty task. Someone who is untrained still has a decent shot at accomplishing an average difficulty task. Add in the Take 10 and Take 20 rules, and you have a pretty darn solid (and realistic) skill system. Much better than Wild Card/Savage World/Whatever. Think about it. Do you fail at 25% of the things you do? Probably not. There'd be a lot more car crashes. And when you look at the success rate for hard stuff, well, it would be a wonder if anyone survived surgery or installing Windows if the world ran using the Wild Card/Savage Worlds/Whatever rules. I also think that rather than being quicker, the combat system is actually more complex. in d20, you simply make an attack roll, and if hit, you roll damage. in this, you make an attack roll, then the defender makes a defense roll. Then you have to roll damage, which also requires another roll by the defender to resist the damage. So, basically, you're adding two extra rolls to the combat turn. Faster? No. All of this also makes it much harder to gauge the strength of your PCs and the opponents. [/QUOTE]
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