Agreed (although 2d10 isn't a bell curve, it's a triangle). I'm not convinced there's anything intrinsically better about 2dX than 3dX, but I would personally rather play 2d10 than 3d6.I don't like bell curves. Or at least I don't like bell curves created from rolling more than two dice. 2d10 create a rather nice bell curve. 3d6 not so much.
No, you didn't, because I just read through the thread again, and you never did any more than restate your position. Even the rest of this is little more than a restatement on your position:I did.
My argument, again, is that they are irrelevant, because, as I pointed out, there is clearly a point where no one cares about getting paid a penny every twenty minutes. Yes, fine, we could roll 1d3 every forty minutes and get paid that many pennies instead. But this doesn't change my argument at all. And outside of the context of this debate, where admitting that you wouldn't want to pay someone or get paid 1d3 cents every forty minutes would lose you a rhetorical point, no sane person would ever want to get paid their allowance every forty minutes. The only context under which reducing pay periods to the minimum possible period is investment banking where compound interest allows each fraction of a penny to earn interest towards more fractions of a penny. Are your adventurers investing their skill increases to get more skill increases? No? Any time you want to actually address this argument, well, that could be fun.Frequent but minor positive reinforcement of behavior (many small rewards given often) is at least as powerful a motivator as periodic major reinforcement (big rewards given after longer time intervals). According to some behavioral research, its more powerful.
(And as a GM, it may even make your game more manageable, since the deltaV of advancement is more continuous.)
In addition, random rewards can reinforce behavior even more strongly than carefully regimented rewards.
The thing is, the math and basic advancement assumptions vary greatly between most percentile systems and D&D. D&D advances (nearly) everything simultaneously, but only after much adventuring. Percentile systems grant improvements more parsimoniously, but more frequently...and typically, not by the same amount for each PC. They do this by (in some systems) improving the PC immediately for making critical successes.
So certain percentile systems offer not only frequent small rewards on a regular schedule, but also ups the psychological ante by including variable small rewards.
Those are not irrelevant differences.
Yep.I use to like percentage systems until I realised that d20 is a percentage system based on 5% intervals
Yeah, that's easy to understand. You don't find the need to add those dice together cumbersome, though? I'm not trying to insist that it is, but I've had people (adolescents in highschool) balk at basic addition and subtraction of single digit numbers in my games. Have you ever gamed with kids, or (especially) teenage girls?
Do you have any experience sparring? In dueling (with or without a shield), the limbs are far more commonly hit than the torso.
My argument, again, is that they are irrelevant, because, as I pointed out, there is clearly a point where no one cares about getting paid a penny every twenty minutes. Yes, fine, we could roll 1d3 every forty minutes and get paid that many pennies instead. But this doesn't change my argument at all. And outside of the context of this debate, where admitting that you wouldn't want to pay someone or get paid 1d3 cents every forty minutes would lose you a rhetorical point, no sane person would ever want to get paid their allowance every forty minutes. The only context under which reducing pay periods to the minimum possible period is investment banking where compound interest allows each fraction of a penny to earn interest towards more fractions of a penny. Are your adventurers investing their skill increases to get more skill increases? No? Any time you want to actually address this argument, well, that could be fun.
<snip>
4) the way those percentile systems I described work, yes- there is a reinforcement loop: the better your skill rating, the more often your skill will improve by force of statistical probability. The better you are, the better you are at getting better.
So it seems like the real questions are:
1) How much granularity is desirable?
2) Are some forms of dice-rolling more satisfying than others?
and
3) How do the answers to either of those change based on the genre, campaign, or scenario?
Anticipating the third question, for me, it depends on genre & campaign.So it seems like the real questions are:
1) How much granularity is desirable?
2) Are some forms of dice-rolling more satisfying than others?
I can't really say...I like rolling dice, but I can always satisfy that Pavlovian need by playing "Mason" when things slow down.
I agree wholeheartedly! I also think percentiles would be ideal for Paranoia - the false precision would not be a disadvantage, but rather an evocative reflection of life in the psychotically bureaucratic Alpha Complex.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.