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<blockquote data-quote="The_Warlock" data-source="post: 2948459" data-attributes="member: 21215"><p>See, here's the thing, I like the d20 system, but I can see the problems inherent in its bonus progression (even in my current game that I run). You want characters to be able to get better at what they do, but sometimes the equal scale causes the higher end of the system to break down. Not to mention, the base number you work off of is a static range (1-20), and isn't that large of a range either. Increasing the range, as others have said, only extends the time until the random effect is outshone by static bonuses, unless the range is somehow skilled with the difficulty. I'm intrigued by this dice scaling method that Hautamaki mentioned. </p><p></p><p>I think what I might do is harken back to a game system with a skill system I loved, but had so many other complexities that it made it hard to play. That was Alternity. The whole concept that your target numbers were within the range of the die somehow felt right, while including a quality of success mechanic based on a range that changed as you improved in the skill. Then you can either apply static difficulty mods or scaled dice to modify your chance of success. I've been thinking of adapting a skill mechanic like that to Green Ronin's True20. </p><p></p><p>Very interesting conversation, regardless of the outcome, though. Makes the gears inthe head turn...</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 2948459, member: 21215"] See, here's the thing, I like the d20 system, but I can see the problems inherent in its bonus progression (even in my current game that I run). You want characters to be able to get better at what they do, but sometimes the equal scale causes the higher end of the system to break down. Not to mention, the base number you work off of is a static range (1-20), and isn't that large of a range either. Increasing the range, as others have said, only extends the time until the random effect is outshone by static bonuses, unless the range is somehow skilled with the difficulty. I'm intrigued by this dice scaling method that Hautamaki mentioned. I think what I might do is harken back to a game system with a skill system I loved, but had so many other complexities that it made it hard to play. That was Alternity. The whole concept that your target numbers were within the range of the die somehow felt right, while including a quality of success mechanic based on a range that changed as you improved in the skill. Then you can either apply static difficulty mods or scaled dice to modify your chance of success. I've been thinking of adapting a skill mechanic like that to Green Ronin's True20. Very interesting conversation, regardless of the outcome, though. Makes the gears inthe head turn... [/QUOTE]
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