Percentile Systems? Just Say No!

Dethklok

First Post
Hello all; I've been wanting to find a good rpg forum for some time, and generally I've found a good way to see what things are like is to make a controversial statement and see where it goes. (Mods - sorry if I'm posting this in someplace it doesn't belong!)

My position is that any percentile rpg ever designed would be better once converted to d20, d10, 2d6, or some other system using smaller numbers.

I do realize that it may be appealing to have more precision. But there is a difference between genuine and false precision, and the precision found in percentile-based rpgs is always going to be of the false kind. For example, I have yet to see any GM ever take into account humidity, the coriolis effect, or even rain or wind when applying modifiers to long range shooting. There is a clear reason for this - no one knows quite whether shooting a crossbow in the rain should be -10% or -20%, let alone whether it should be -10% or -11%. Once we realize the numbers are abstractions, it becomes clear that any pretense of precision is useless, beyond making us feel good about the idea of being really, really precise. (Even when we aren't, actually, precise at all.)

Now, this isn't to say that big numbers aren't fun on their own. Maybe you feel that dealing 50 hp of damage is much more satisfying than 5 damage. But if so, I'd like to suggest that you still don't want to use percentile dice. What you really want to do is use a d10, and then add a zero to all quantities. Better, add two zeroes. You'll never look back.
 
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What you really want to do is use a d10, and then add a zero to all quantities. Better, add two zeroes. You'll never look back.
I had an odd conversation like that in reverse with my younger brother once about Yu-Gi-Oh. I asked what made it different from MtG and he started by pointing out how the numbers were so much higher. So I asked "Well, what if you just divided all the numbers by 100". He just sat there stunned for a while and then actually said "Well I guess I wouldn't need the calculator anymore."
 

That's always been my impression of MMORPGs. They'll never use a 7 when they could use a 7,000,000 instead.
 

I had an odd conversation like that in reverse with my younger brother once about Yu-Gi-Oh. I asked what made it different from MtG and he started by pointing out how the numbers were so much higher. So I asked "Well, what if you just divided all the numbers by 100". He just sat there stunned for a while and then actually said "Well I guess I wouldn't need the calculator anymore."
Hilarious!

That's always been my impression of MMORPGs. They'll never use a 7 when they could use a 7,000,000 instead.
Six zeroes? You've got to wonder whether someone will eventually introduce them to scientific notation.
 



Question, then:

If the EN-world crowd generally agrees that percentile systems are bad, are there any settings where a percentile system would be preferable?
 


I think actual dice can be part of a feel of a game. Percentile dice in a sciency/explorey Star Trek game feels right. In a Bugs Bunny game, not so much.
 

It's not so much whether a particular shot might receive a -17 instead of a -16; you'll note most percentile systems use 5 and 10 point adjustments to ease math at the table.

One of the values of a percentile system is character growth is slowed. It allows a player to take action to progress a character and makes those adjustments quite small so many of them can be had. And there will be times when the 46 rolled hit, but would have missed without the last improvement.

Further, there are percentile systems where the determination is either not pass/fail or the roll is used to approximate a bell curve probability. The extra granularity lends itself to a larger set of potential outcomes with a single roll.
 

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