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The One Ring (and ME RPGs in general)
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 9139259" data-attributes="member: 7029588"><p>The biggest for me is that they made the math worse, which wasn't super strong in 1e either but sort of worked. Specifically they changed most of the modifiers from TN (TN = DC the number you need to hit or higher) to number of dice in dice pool.</p><p></p><p>The issue is that One Ring dice pools are very very chunky / swingy (in either edition). So 1 or 2 dice added or subtracted can give you huge swings in success rates. </p><p></p><p>So for instance at TN14 you have success of:</p><p></p><p>1 dice = 17%</p><p>2 dice = 42%</p><p>3 dice = 69%</p><p>4 dice = 89%</p><p>5 dice = 97%</p><p></p><p>IMO it's just not a good way to modify within their system. This isn't a roll x dice keep the best 2 type system in which the math works better. </p><p></p><p>In 1e you usually had a more or less fixed dice pool per skill during an adventure (could change as you leveled up) and usually modified TN during play which was more granular. 1 point of TN is more like 5-10 percentage points different in success rate (it changes depending on your dice pool and TN unlike D&D due to the dice). There was still a bit of an issue with "sweet spot" of rolls but could be mitigated somewhat through TN modification.</p><p></p><p>Some other things in 2E that I didn't like:</p><p></p><ul> <li data-xf-list-type="ul">hope implementation as someone said</li> <li data-xf-list-type="ul">less distinctive racial abilities</li> <li data-xf-list-type="ul">still didn't fix the math on their multi roll non combat encounter system -- Skill endeavors and Councils. They did print a fix to the blatant math error in Ruins but the systems aren't great because of the before mentioned dice pool modifiers. It's even worse in multi roll situations and you quickly get to very very easy or very very hard if you have a small or large pool. (note: they used a different system in 1e which didn't work well either math wise)</li> <li data-xf-list-type="ul">more a matter of taste but I really liked the "pre rolls" in 1e before travel, combat, social that you could bank for later representing the more intellectual aspects of each.</li> </ul></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 9139259, member: 7029588"] The biggest for me is that they made the math worse, which wasn't super strong in 1e either but sort of worked. Specifically they changed most of the modifiers from TN (TN = DC the number you need to hit or higher) to number of dice in dice pool. The issue is that One Ring dice pools are very very chunky / swingy (in either edition). So 1 or 2 dice added or subtracted can give you huge swings in success rates. So for instance at TN14 you have success of: 1 dice = 17% 2 dice = 42% 3 dice = 69% 4 dice = 89% 5 dice = 97% IMO it's just not a good way to modify within their system. This isn't a roll x dice keep the best 2 type system in which the math works better. In 1e you usually had a more or less fixed dice pool per skill during an adventure (could change as you leveled up) and usually modified TN during play which was more granular. 1 point of TN is more like 5-10 percentage points different in success rate (it changes depending on your dice pool and TN unlike D&D due to the dice). There was still a bit of an issue with "sweet spot" of rolls but could be mitigated somewhat through TN modification. Some other things in 2E that I didn't like: [LIST] [*]hope implementation as someone said [*]less distinctive racial abilities [*]still didn't fix the math on their multi roll non combat encounter system -- Skill endeavors and Councils. They did print a fix to the blatant math error in Ruins but the systems aren't great because of the before mentioned dice pool modifiers. It's even worse in multi roll situations and you quickly get to very very easy or very very hard if you have a small or large pool. (note: they used a different system in 1e which didn't work well either math wise) [*]more a matter of taste but I really liked the "pre rolls" in 1e before travel, combat, social that you could bank for later representing the more intellectual aspects of each. [/LIST] [/QUOTE]
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