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<blockquote data-quote="Dr Simon" data-source="post: 2026982" data-attributes="member: 21938"><p>WHFRP used two scales - some (most) attributes were scaled on a percentile score whilst a few (predominantly combat) were scaled 1-10. </p><p></p><p>Personally, I found that the 1-10 scale attributes tended to end up rather granular, with only a small step from "normal" levels to the character being able to deal and take ridiculous amounts of damage due to a high Strength or Toughness. Further, for all the exciting critical hit descriptions I found that things nearly always ended up at the 6+ end of the table, where your foe dies intstantly in a gory and spectacular fashion, or the 1 effect, with minor grazes or dropped weapons. There wasn't enough scope to get the more subtle results in between, and only once did I end up with a PC with a dislocated shoulder.</p><p></p><p>As for D20 = levels, it doesn't necessarily. I see "d20" purely as (at heart) the dice rolling mechanism of "roll d20, add modifiers, beat a DC". I'm not sure if anyone has done a "level-less d20" yet, but it could be done. However, WHFRP wasn't entirely without class and levels. There were still four basic Classes (Rogue, Warrior, Academic and Ranger) within which (and across which) you could change careers and buy skills (it cost more XPs to get cross-class skills - seem familiar). Further, if you were a magician of any kind you had four actual factual levels to progress through.</p><p></p><p>As for percentile systems in general, I play RuneQuest and for a long time I've considered % systems superior to the chaos of 1st and 2nd ed. D&D. However, d20 does a couple of things more elegantly than can be done with % systems - opposed rolls and accounting for difficulty. These *can* be done with RQ or similar systems, but they are harder.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 2026982, member: 21938"] WHFRP used two scales - some (most) attributes were scaled on a percentile score whilst a few (predominantly combat) were scaled 1-10. Personally, I found that the 1-10 scale attributes tended to end up rather granular, with only a small step from "normal" levels to the character being able to deal and take ridiculous amounts of damage due to a high Strength or Toughness. Further, for all the exciting critical hit descriptions I found that things nearly always ended up at the 6+ end of the table, where your foe dies intstantly in a gory and spectacular fashion, or the 1 effect, with minor grazes or dropped weapons. There wasn't enough scope to get the more subtle results in between, and only once did I end up with a PC with a dislocated shoulder. As for D20 = levels, it doesn't necessarily. I see "d20" purely as (at heart) the dice rolling mechanism of "roll d20, add modifiers, beat a DC". I'm not sure if anyone has done a "level-less d20" yet, but it could be done. However, WHFRP wasn't entirely without class and levels. There were still four basic Classes (Rogue, Warrior, Academic and Ranger) within which (and across which) you could change careers and buy skills (it cost more XPs to get cross-class skills - seem familiar). Further, if you were a magician of any kind you had four actual factual levels to progress through. As for percentile systems in general, I play RuneQuest and for a long time I've considered % systems superior to the chaos of 1st and 2nd ed. D&D. However, d20 does a couple of things more elegantly than can be done with % systems - opposed rolls and accounting for difficulty. These *can* be done with RQ or similar systems, but they are harder. [/QUOTE]
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