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Stupid math stuff that vaguely pertains to 5e.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5835733" data-attributes="member: 54877"><p>In D&D, given the (linear) nature of the d20 and the generally expected ranges, I don't think my preference is possible--at least not without a lot of jumping through hoops that would probably be unplayable.</p><p> </p><p>I like 65% as the default base for average character tries average activity. Then increasing specialization should get them as much as +15% on that--with each +5% being harder to get than the previous one. Likewise, being somewhat capable but lagging behind could drop as much as -15%. Then situational modifiers could bump another +15% up (being very stingy with the +10% and +5% options, and little or no stacking), and as much as -25% down. Not coincidently, a base 25% would be the starting floor for any ability that was possible but just barely for that character. </p><p> </p><p>Or possibly more useful, I wouldn't mind a system where 1 was auto fail, 20 was auto succeed, 2 was "auto fail unless there is a darn good reason why not," and 16-19 was increasingly auto succeed unless there is a darn good reason why not." Once you get to either boundary, you are fighting for "reason why not" rather than another +1. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5835733, member: 54877"] In D&D, given the (linear) nature of the d20 and the generally expected ranges, I don't think my preference is possible--at least not without a lot of jumping through hoops that would probably be unplayable. I like 65% as the default base for average character tries average activity. Then increasing specialization should get them as much as +15% on that--with each +5% being harder to get than the previous one. Likewise, being somewhat capable but lagging behind could drop as much as -15%. Then situational modifiers could bump another +15% up (being very stingy with the +10% and +5% options, and little or no stacking), and as much as -25% down. Not coincidently, a base 25% would be the starting floor for any ability that was possible but just barely for that character. Or possibly more useful, I wouldn't mind a system where 1 was auto fail, 20 was auto succeed, 2 was "auto fail unless there is a darn good reason why not," and 16-19 was increasingly auto succeed unless there is a darn good reason why not." Once you get to either boundary, you are fighting for "reason why not" rather than another +1. :D [/QUOTE]
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