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Presentation vs design... vs philosophy
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<blockquote data-quote="Neonchameleon" data-source="post: 7949855" data-attributes="member: 87792"><p>I couldn't disagree more. A 2% difference in the odds of success (which is the largest possible difference in individual percentile roles from ones rounded to 5% or a d20) on a simple pass/fail check makes a difference <em>in one roll out of 50</em>. One roll in every 50 being different isn't even meaningful in terms of attacks, never mind thief skills. You're adding fiddliness without adding meaningful differentiation. All you are doing is making things unnecessarily fiddly. Adding insult to injury four out of the eight thief skills in 1e are in exact 5% incremements anyway (and climb walls goes to 0.1%).</p><p></p><p>And saving throws? I'm not arguing with the idea of saving throws being Death/Poison/Paralysis, RodStaffWand, Petrification or Polymorph, Breath, Spell - it works as a strongly gamist system (with paralysis being moved to the save or die group from the save or lose-but-survive group in later iterations due to it normally being followed by a coup de grace). I'm arguing against them gratuitiously using different dice rolling methods with no mathematical reason. 1d20 + modifier vs target number would make <em>no mathematical difference</em> and be easier to learn. You don't even have the excuse here of that oh-so-important 2% difference in probability.</p><p></p><p>And THAC0 was an improvement in calculation from those attack tables in oD&D that do nothing but enforce a slowness on the game. If you want to use lookup tables for weapons vs armour type Rolemaster (or, better, MERP) at least gives you both flavour and realism from them</p><p></p><p></p><p></p><p>I refer to both. But a better, more adaptable system like 4e or 5e requires a whole lot less in the way of actual changes to have decent sized effects. And also by being cleaner they show much more clearly when planned kitbashes don't measure up.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7949855, member: 87792"] I couldn't disagree more. A 2% difference in the odds of success (which is the largest possible difference in individual percentile roles from ones rounded to 5% or a d20) on a simple pass/fail check makes a difference [I]in one roll out of 50[/I]. One roll in every 50 being different isn't even meaningful in terms of attacks, never mind thief skills. You're adding fiddliness without adding meaningful differentiation. All you are doing is making things unnecessarily fiddly. Adding insult to injury four out of the eight thief skills in 1e are in exact 5% incremements anyway (and climb walls goes to 0.1%). And saving throws? I'm not arguing with the idea of saving throws being Death/Poison/Paralysis, RodStaffWand, Petrification or Polymorph, Breath, Spell - it works as a strongly gamist system (with paralysis being moved to the save or die group from the save or lose-but-survive group in later iterations due to it normally being followed by a coup de grace). I'm arguing against them gratuitiously using different dice rolling methods with no mathematical reason. 1d20 + modifier vs target number would make [I]no mathematical difference[/I] and be easier to learn. You don't even have the excuse here of that oh-so-important 2% difference in probability. And THAC0 was an improvement in calculation from those attack tables in oD&D that do nothing but enforce a slowness on the game. If you want to use lookup tables for weapons vs armour type Rolemaster (or, better, MERP) at least gives you both flavour and realism from them I refer to both. But a better, more adaptable system like 4e or 5e requires a whole lot less in the way of actual changes to have decent sized effects. And also by being cleaner they show much more clearly when planned kitbashes don't measure up. [/QUOTE]
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