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<blockquote data-quote="Tony Vargas" data-source="post: 7224331" data-attributes="member: 996"><p>I'd only entertain that kind of argument if hps scaling with level were on the table. You think the fighter & cleric shouldn't get stealthier with level or have a better chance of solving a puzzle or having picked up a bit of lore? Fine, the magic-user and thief can make do with 1 HD their whole career.</p><p></p><p>Ridiculous? Nope, skill-based systems went there. RuneQuest, for instance, you advanced in each skill individually, based on how much you used it, and advancement got harder the better you got - a suggestion, at least, of a 'realistic' learning curve. Hit points? Not s'much. </p><p></p><p> It makes sense that an experienced adventurer gets better at adventuring, so if a check comes up during an adventure, his chance to make it should scale with level. If a check comes up when he's managing his household between adventures, by all means, screw with him. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p> Actually, that's why it's an excellent example...</p><p></p><p> It'd be pretty hard to sneak past that sentry, he's fairly alert. Roll under half your DEX. </p><p></p><p>DEX 12 whatever (magic-user, hobo, you name it) needs a 6, 30% chance of success. </p><p></p><p>DEX 18 1st level thief needs to roll his move silently and hide in shodows separately and mak both of them. I'm not going to dig up my PH, but I'm guessing something around 9-20% chance of success, in aggregate. Or, the DM could take pitty and and let him roll under half DEX, like everyone else, a 45% chance.</p><p></p><p>(And, it's a fool's errand, anyway, since someone in the party is going to fail that roll and blow the whole thing.)</p><p></p><p> Any d20 check boils down to a flat % chance of success, just one divisible by 5. d%, likewise, just you can roll a 23% instead of choosing between 20 or 25. (yippee)</p><p></p><p> By doubling their impact relative to d20 bonuses, and making them all-important in the 1e version. </p><p></p><p> Any resolution system that gives a random result with a linear distribution can probably be done fine with the d20 core mechanic. That includes roll-under and roll-high-without-going-over and d% resolutions. </p><p></p><p>It does not include bell-curve distributions, like 3d6, let alone more sophisticated mechanics like dice pools, traits, complications, etc, etc...</p><p></p><p> Those are all examples of better game design than we had back in the day, yes. ;P</p><p></p><p> How 'bout death at negative CON, roll over your current negative hps without rolling over your CON to stay conscious? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7224331, member: 996"] I'd only entertain that kind of argument if hps scaling with level were on the table. You think the fighter & cleric shouldn't get stealthier with level or have a better chance of solving a puzzle or having picked up a bit of lore? Fine, the magic-user and thief can make do with 1 HD their whole career. Ridiculous? Nope, skill-based systems went there. RuneQuest, for instance, you advanced in each skill individually, based on how much you used it, and advancement got harder the better you got - a suggestion, at least, of a 'realistic' learning curve. Hit points? Not s'much. It makes sense that an experienced adventurer gets better at adventuring, so if a check comes up during an adventure, his chance to make it should scale with level. If a check comes up when he's managing his household between adventures, by all means, screw with him. ;) Actually, that's why it's an excellent example... It'd be pretty hard to sneak past that sentry, he's fairly alert. Roll under half your DEX. DEX 12 whatever (magic-user, hobo, you name it) needs a 6, 30% chance of success. DEX 18 1st level thief needs to roll his move silently and hide in shodows separately and mak both of them. I'm not going to dig up my PH, but I'm guessing something around 9-20% chance of success, in aggregate. Or, the DM could take pitty and and let him roll under half DEX, like everyone else, a 45% chance. (And, it's a fool's errand, anyway, since someone in the party is going to fail that roll and blow the whole thing.) Any d20 check boils down to a flat % chance of success, just one divisible by 5. d%, likewise, just you can roll a 23% instead of choosing between 20 or 25. (yippee) By doubling their impact relative to d20 bonuses, and making them all-important in the 1e version. Any resolution system that gives a random result with a linear distribution can probably be done fine with the d20 core mechanic. That includes roll-under and roll-high-without-going-over and d% resolutions. It does not include bell-curve distributions, like 3d6, let alone more sophisticated mechanics like dice pools, traits, complications, etc, etc... Those are all examples of better game design than we had back in the day, yes. ;P How 'bout death at negative CON, roll over your current negative hps without rolling over your CON to stay conscious? ;) [/QUOTE]
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