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<blockquote data-quote="Kannik" data-source="post: 5878348" data-attributes="member: 984"><p>To build on some of the points already here, as my preferred skill type system:</p><p></p><p>a - ditto on the "Margin of Success/Margin of Failure" aspect of a skill system vs simple pass/fail.</p><p></p><p>b - design a system that avoids swingyness. Put another way, values should cluster together in such a way that a player has a good sense of what they can do on average with great regularity. A good starting point might be:</p><p></p><p>A "competently trained" character should succeed on a "moderately challenging" task under "normal" circumstances 75%+ of the time. </p><p></p><p>I prefer dice systems that generate results that cluster around a particular value. That way you know that taking the value that the dice generate, plus your static modifiers, equals an expected value you can compare to the target numbers for easy, average, extreme, etc checks. You'll usually hit that number, with rare ups and downs -- it makes me feel competent and skilled and lets me plan risk better. </p><p></p><p>c - use the dice to your advantage: rather than many +s and -s, if you can use the dice (adding, subtracting dice, using different dice types, etc) to account for the modifiers then that's cool. You can also design a system where +/- 3 is the largest modifiers, then it'll keep things simple.</p><p></p><p>Interested to see what you come up with!</p><p></p><p>peace,</p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 5878348, member: 984"] To build on some of the points already here, as my preferred skill type system: a - ditto on the "Margin of Success/Margin of Failure" aspect of a skill system vs simple pass/fail. b - design a system that avoids swingyness. Put another way, values should cluster together in such a way that a player has a good sense of what they can do on average with great regularity. A good starting point might be: A "competently trained" character should succeed on a "moderately challenging" task under "normal" circumstances 75%+ of the time. I prefer dice systems that generate results that cluster around a particular value. That way you know that taking the value that the dice generate, plus your static modifiers, equals an expected value you can compare to the target numbers for easy, average, extreme, etc checks. You'll usually hit that number, with rare ups and downs -- it makes me feel competent and skilled and lets me plan risk better. c - use the dice to your advantage: rather than many +s and -s, if you can use the dice (adding, subtracting dice, using different dice types, etc) to account for the modifiers then that's cool. You can also design a system where +/- 3 is the largest modifiers, then it'll keep things simple. Interested to see what you come up with! peace, Kannik [/QUOTE]
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