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<blockquote data-quote="howandwhy99" data-source="post: 5895868" data-attributes="member: 3192"><p>d% roll where low rolls succeed, but the higher the # that succeeds the greater the damage. Is that right?</p><p></p><p>In addition you have an ordinal 11 results possible, many looking like a condition rather than loss of damage points. Are these conditions cumulative then or discrete?</p><p></p><p>Target numbers and die rolls can be modified due to the situation. </p><p>"your damage is equal to your damage or weapon type." This wasn't clear for me. Is damage part of the single d% roll?</p><p>Chance is used to increase damage or worsen the condition effects.</p><p></p><p>I agree with amerigoV that large numbers are generally more difficult to account for. Do you really need this level of granularity or could you get away with something else? Also, look at other d% games (roll low) like Rolemaster to get an idea of how they were designed.</p><p></p><p>Against current conventional wisdom I actually strongly urge people to steer clear of single roll systems. Dice rolls are when the outcome of your actions are no longer in your control. System play can work in conjunction with die rolls tailored to their needs. Then avoiding die rolls can be as much a part of the game as making them. Look at euro board games for examples of system design attempts to remove chance from games.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5895868, member: 3192"] d% roll where low rolls succeed, but the higher the # that succeeds the greater the damage. Is that right? In addition you have an ordinal 11 results possible, many looking like a condition rather than loss of damage points. Are these conditions cumulative then or discrete? Target numbers and die rolls can be modified due to the situation. "your damage is equal to your damage or weapon type." This wasn't clear for me. Is damage part of the single d% roll? Chance is used to increase damage or worsen the condition effects. I agree with amerigoV that large numbers are generally more difficult to account for. Do you really need this level of granularity or could you get away with something else? Also, look at other d% games (roll low) like Rolemaster to get an idea of how they were designed. Against current conventional wisdom I actually strongly urge people to steer clear of single roll systems. Dice rolls are when the outcome of your actions are no longer in your control. System play can work in conjunction with die rolls tailored to their needs. Then avoiding die rolls can be as much a part of the game as making them. Look at euro board games for examples of system design attempts to remove chance from games. [/QUOTE]
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