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General Tabletop Discussion
*TTRPGs General
Percentile Systems? Just Say No!
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<blockquote data-quote="Jhaelen" data-source="post: 6134733" data-attributes="member: 46713"><p>I disagree. RQ really works best using percentiles. Imho, the additional granularity over a d20 works well when determining the chance for special successes, crits, or fumbles.</p><p>There are other systems where I don't like the percentiles, though, e.g. Eclipse Phase, which indeed would be better served to just use a d20.</p><p>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.</p><p></p><p>I like being able to calculate my chance for success on the fly and that's something that is much harder to do if bell curves are involved.</p><p></p><p>Dice pool systems are hit and miss. E.g. I found Shadowrun (3rd.ed.) really awful while <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(n)" title="Thumbs down (n)" data-smilie="23"data-shortname="(n)" />WoD worked rather well for me.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6134733, member: 46713"] I disagree. RQ really works best using percentiles. Imho, the additional granularity over a d20 works well when determining the chance for special successes, crits, or fumbles. There are other systems where I don't like the percentiles, though, e.g. Eclipse Phase, which indeed would be better served to just use a d20. 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. I like being able to calculate my chance for success on the fly and that's something that is much harder to do if bell curves are involved. Dice pool systems are hit and miss. E.g. I found Shadowrun (3rd.ed.) really awful while (n)WoD worked rather well for me. [/QUOTE]
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