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Percentile Systems? Just Say No!
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<blockquote data-quote="Mike Eagling" data-source="post: 6136147" data-attributes="member: 6703609"><p>I'm interested in an RPG system that uses bananas for task resolution. Or puppies.</p><p></p><p></p><p>Look, the point I'm making is that I disagree with your original argument, "that any percentile rpg ever designed would be better once converted to d20, d10, 2d6, or some other system using smaller numbers." The assumption in your argument is that smaller numbers are somehow objectively better than larger numbers. Better or worse in this context are subjective qualities that cannot be measured objectively.</p><p></p><p></p><p>The d% system in RuneQuest isn't concerned with the false precision of shooting crossbows in the rain. A +/-1% difference in crossbow skill in this case isn't really about granular precision in task resolution. It is an artefact of how RuneQuest resolves character advancement. Yes, one could adjust skills so that they use a d20 and increase by 1 each advance. Is this mathematically easier? Possibly. Would it fundamentally change the feel of the game? Almost certainly. Is this a better system? No. Why? Because it's no longer RuneQuest, it's a new d20RuneQuest system.</p><p></p><p>If I want to play RuneQuest then I want to play <em>RuneQuest</em>.</p><p></p><p>Other people may hate RuneQuest and much prefer d20, d20RuneQuest or even dBananas and that's fine. People are more than welcome to their opinion of what is a good game for them. I enjoy those games too. I especially enjoy dBananas, it evokes a very definite atmosphere at the table. I don't much like dPuppies. I find the system unwieldy and it brings me out in a rash.</p><p></p><p></p><p></p><p></p><p></p><p>That assumes those 10 skills start out at 0.</p><p></p><p></p><p></p><p></p><p></p><p>None of that makes any of those systems objectively better or worse than the way RQ does it.</p><p></p><p></p><p></p><p></p><p></p><p>Define good in this context. The utility of a bridge is its capacity to provide passage across an obstacle. The utility of a role-playing game is to provide entertainment or amusement for its players. I can point you in the direction of planning standards and engineering principles that can be used to measure the utility of a bridge. Show me the ISO standard for fun.</p></blockquote><p></p>
[QUOTE="Mike Eagling, post: 6136147, member: 6703609"] I'm interested in an RPG system that uses bananas for task resolution. Or puppies. Look, the point I'm making is that I disagree with your original argument, "that any percentile rpg ever designed would be better once converted to d20, d10, 2d6, or some other system using smaller numbers." The assumption in your argument is that smaller numbers are somehow objectively better than larger numbers. Better or worse in this context are subjective qualities that cannot be measured objectively. The d% system in RuneQuest isn't concerned with the false precision of shooting crossbows in the rain. A +/-1% difference in crossbow skill in this case isn't really about granular precision in task resolution. It is an artefact of how RuneQuest resolves character advancement. Yes, one could adjust skills so that they use a d20 and increase by 1 each advance. Is this mathematically easier? Possibly. Would it fundamentally change the feel of the game? Almost certainly. Is this a better system? No. Why? Because it's no longer RuneQuest, it's a new d20RuneQuest system. If I want to play RuneQuest then I want to play [I]RuneQuest[/I]. Other people may hate RuneQuest and much prefer d20, d20RuneQuest or even dBananas and that's fine. People are more than welcome to their opinion of what is a good game for them. I enjoy those games too. I especially enjoy dBananas, it evokes a very definite atmosphere at the table. I don't much like dPuppies. I find the system unwieldy and it brings me out in a rash. That assumes those 10 skills start out at 0. None of that makes any of those systems objectively better or worse than the way RQ does it. Define good in this context. The utility of a bridge is its capacity to provide passage across an obstacle. The utility of a role-playing game is to provide entertainment or amusement for its players. I can point you in the direction of planning standards and engineering principles that can be used to measure the utility of a bridge. Show me the ISO standard for fun. [/QUOTE]
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