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The Basic Fantasy RPG roxxorz!
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<blockquote data-quote="jdrakeh" data-source="post: 3530692" data-attributes="member: 13892"><p>I wanted to comment on the above when I got home. What initially looked like a fractured resolution system is, mathematically, quite sound (and nifty). It seems that a thief will always have a 10%-15% edge over another character of the same level and different class who is attempting to do. . er. . . <em>thievy</em> things (specifically, the things that a thief's class-granted skills allow him to do with proficiency). This attention to detail is great. </p><p></p><p>I'd expect most small-press designers to miss the probability breakdown of the linear d20 roll altogether (C&C has some issues in this department where primes are concerned, I think). Gonnerman didn't. That really impresses me. I personally work toward a concept first and worry about knocking things in line with the math much later in the development phase, but this (the thief skill / attribute check relationship) seems to have been deliberately engineered early in development. </p><p></p><p>It seems, perhaps, that the Basic Fantasy RPG manages to incorporate much of what made Basic D&D great while simultaneously balancing things out a bit more behind the scenes. And that's <em>hawt</em>. Now doing things like picking locks or hiding won't be limited to thief-class characters by the RAW, though thieves <em>will</em> have a better chance to accomplish those things at the end of the day. </p><p></p><p>Admittedly, this is kind of a small thing but the devil is in the details -- and somebody obviously paid close attention to details here.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3530692, member: 13892"] I wanted to comment on the above when I got home. What initially looked like a fractured resolution system is, mathematically, quite sound (and nifty). It seems that a thief will always have a 10%-15% edge over another character of the same level and different class who is attempting to do. . er. . . [i]thievy[/i] things (specifically, the things that a thief's class-granted skills allow him to do with proficiency). This attention to detail is great. I'd expect most small-press designers to miss the probability breakdown of the linear d20 roll altogether (C&C has some issues in this department where primes are concerned, I think). Gonnerman didn't. That really impresses me. I personally work toward a concept first and worry about knocking things in line with the math much later in the development phase, but this (the thief skill / attribute check relationship) seems to have been deliberately engineered early in development. It seems, perhaps, that the Basic Fantasy RPG manages to incorporate much of what made Basic D&D great while simultaneously balancing things out a bit more behind the scenes. And that's [i]hawt[/i]. Now doing things like picking locks or hiding won't be limited to thief-class characters by the RAW, though thieves [i]will[/i] have a better chance to accomplish those things at the end of the day. Admittedly, this is kind of a small thing but the devil is in the details -- and somebody obviously paid close attention to details here. [/QUOTE]
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