Acid_crash
First Post
I like the percentage systems more, makes for a lot of variation.
Impeesa said:I think another word you're looking for is 'granularity' - the level of precision.
For example, White Wolf's games have a very low granularity - the entire spectrum of human capability is basically rated from 0-5 dots. At the other end is Rolemaster, which uses a system similar in concept to d20 but with a d100 as the basis. I think D&D is pretty good in that respect - maybe slightly too low, but it's hard to scale it up with the dice we have without jumping straight to the percentile system (which is more precision than we need, really).
MoogleEmpMog said:Generally, I don't see the need for higher-than-low-double-digits accuracy in an RPG. Does it really matter if your barbarian can jump a 20 ft. chasm but not a 21 ft. chasm? I doubt it. 19'3" but not 19'4"? One certainly hopes not!
I prefer mechanics to be as simple and easy to use as they possibly can be to achieve the desired effect, and smaller numbers can do that.
However, I do have one serious caveat about that: playing, as I like to, in a 100- or 255-level system, rather than 20-level, the numbers have to be scalable. Which usually involves larger numbers. In that case, of course, other aspects can be simplified to speed play.
I like lots. That's why the one true game is SynnibarrRoman said:Nobody has an opinion on how much variability from the mean and how much randomness they prefer in RPGs?
Roman said:Also, how much randomness do you like in a system?
dF are fudge dice. Normal 6 sided cubes with 2 pluses, 2 minuses and 2 blank sides. You get a range from -4 to +4 on 4dF with an average of 0. They are used in the Fudge RPG (google it), a generic system where just about all rules are optional.Roman said:What is dF? I have never heard of such dice.