Dethklok
First Post
No, the post to which I was responding said, "It allows a player to take action to progress a character and makes those adjustments quite small so many of them can be had." My response wasn't an apples and oranges comparison, and the correct analogy isn't to compare earning X*100 cents per week with earning X*1 dollars per week.Apples and oranges.
In a percentile sysem, your PC imposes at N% per progression event, just like in a non-percentile sysem. IOW, the choice- using your analogy- is between $5 allowance per week and N¢ per week- you don't change the pay period just because you changed the denomination of the payment.
Hmm... shouldn't be hard to design. I'd imagine that hit points would be the best candidate for such a mechanic; presumably there would need to be damage vs. toughness mechanic so that 15% damage would mean something different to a chicken or a tank.I've always wanted to see some kind of system that uses percentile in its literal terms: 100% equals 100%, you've completely accomplished your goal. I don't know if it's possible, but if someone said they had put something like that together, I would want to check it out.
This isn't a challenge to my point, as much as it is the flip side to my point: There is a "sweet spot" to granularity. And it isn't found in percentiles or d2s. Yet while nobody in this thread seriously advocates a 1d2 system, many, many gamers advocate the use of 1d100.Would you rather get your whole salary on Dec 31 or be paid installments throughout the year?
I remember doing this when I was younger. It can be fun, although the realism isn't high - a hit to the limbs is a less successful attack than a hit to the head. This would imply that it's actually the 10's die that should determine location; unfortunately that would mean in a percentile system that head hits would generally be very rare.One game I found that had an inventive use for d% was Chronicles of Ramlar. All skills were in %, but in combat, the "1"s die also determined the hit location.
(The passing thought does occur that such an idea of reading the 1's digit as location is actually best with a d20, although this isn't why I believe percentile systems are inappropriate for most rpgs).
Wonderful! I nominate you to be the one waking up every twenty minutes to give my son his tri-hourly one-cent allowance.The d% systems I can think of (i.e. the ones I've played) all seem to be ones without levels or classes. I'd argue the additional granularity is important in such cases because of the way skills improve little and often rather than in defined jumps.
The triangle and bell curves really are nice for games.I've come to prefer multiple dice and a bell curve over a flat roll. I'm undecided on % systems; usually, I'm perfectly happy to use 3d6 or something similar.
Truthfully, I think there is a sweet spot for the number of dice one throws also. I don't like 3dX systems because they require a lot of addition for simple rolls, when one could simply throw a d6, d10 or d20 and be done. 3d6 also gives very rare 3's and 18's - critical successes are only one in 216! To get near the popular 5% critical hit of d20 systems, you need to make 16's, 17's, and 18's critical.
But on the other side, with only 1d20, 1d10, or any sort of 1dX, you can't get sigmoidal success curves. So I think 2dX is probably the best for most games.
But that stated, I'm not convinced that the lack of a sigmoidal chance for success is that bad, or that having to add three dice together to get a roll with a Gaussian is a real problem, either. 1dX and 3dX are pretty close in usefulness; you'd have to go to something like 5dX before I could say it was definitely worse than 2dX. But this is what the percentile system is to its competitors - the numbers are literally a factor of five greater than d20, and a factor of ten greater than d10. RPG Percentile Systems? Just say No!