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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
OT: Shadowrun 4E announced
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<blockquote data-quote="kigmatzomat" data-source="post: 2103060" data-attributes="member: 9254"><p>I must be a freak since I like both d20 and SR mechanics. *BUT* they are significantly different in how things unfold. </p><p></p><p>d20's stat+skill+mods+d20 system has a very flat distribution; there's no bell curve, it's a flat line. A fair die is equally likely to roll a 1 as a 10 as a 20. You cannot minimize your absolute chance of failure below 5% without resorting to the take10/20 rules. On the flip side, virtually any schmuck can pick up a paint brush and a canvas and have a 5% chance of spitting out if not a da Vinci then at least a Rockwell. </p><p></p><p>SRs fist-full-o-dice mechanic results in a proper distribution curve that has a bias towards greater than normal results because of the re-rolls. Someone who is significantly more skilled than another person will fail far less often and is capable of superior results due to the success-graded events. This gives two axis for evaluating success; TN and # of successes. </p><p></p><p>d20 tends to be a much simpler and straight forward process. SR can create some odd statistical events where it is better to default to a very high stat at a penalty rather than using the appropriate skill just to be able to throw more dice. You can also squeeze out some extra statistical lovin' at the TN6/7 breakpoint in some situations. Add in dice pools and beginners are immediately in the deep end of game mechanics and statistical living. This is not intuitive and tends to confuse or irritate a lot of players. (I imagine it's a lot like Hero/Champions in that regard)</p><p></p><p>For all that, SR has some distinctive strengths (single roll covers attack and damage, degrading abilities, flexibility, readily extended mechanics, etc) that once you get to know them become really hard to let go of. SR has a fanbase that has been playing for, oh geez, decades now. There's no point in alienating them for no reason when the system works well and remains fairly backwards compatible. I still use SR1 supplements in SR3 games with only minimal effort. Now tell me I could do that in SRd20 with a straight face. </p><p></p><p>For the people who want SRd20 I say get d20 Future/Modern, a used SR2, and some of the SR setting books. Go forth and enjoy yourselves. But leave my dice pool alone.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2103060, member: 9254"] I must be a freak since I like both d20 and SR mechanics. *BUT* they are significantly different in how things unfold. d20's stat+skill+mods+d20 system has a very flat distribution; there's no bell curve, it's a flat line. A fair die is equally likely to roll a 1 as a 10 as a 20. You cannot minimize your absolute chance of failure below 5% without resorting to the take10/20 rules. On the flip side, virtually any schmuck can pick up a paint brush and a canvas and have a 5% chance of spitting out if not a da Vinci then at least a Rockwell. SRs fist-full-o-dice mechanic results in a proper distribution curve that has a bias towards greater than normal results because of the re-rolls. Someone who is significantly more skilled than another person will fail far less often and is capable of superior results due to the success-graded events. This gives two axis for evaluating success; TN and # of successes. d20 tends to be a much simpler and straight forward process. SR can create some odd statistical events where it is better to default to a very high stat at a penalty rather than using the appropriate skill just to be able to throw more dice. You can also squeeze out some extra statistical lovin' at the TN6/7 breakpoint in some situations. Add in dice pools and beginners are immediately in the deep end of game mechanics and statistical living. This is not intuitive and tends to confuse or irritate a lot of players. (I imagine it's a lot like Hero/Champions in that regard) For all that, SR has some distinctive strengths (single roll covers attack and damage, degrading abilities, flexibility, readily extended mechanics, etc) that once you get to know them become really hard to let go of. SR has a fanbase that has been playing for, oh geez, decades now. There's no point in alienating them for no reason when the system works well and remains fairly backwards compatible. I still use SR1 supplements in SR3 games with only minimal effort. Now tell me I could do that in SRd20 with a straight face. For the people who want SRd20 I say get d20 Future/Modern, a used SR2, and some of the SR setting books. Go forth and enjoy yourselves. But leave my dice pool alone. [/QUOTE]
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