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<blockquote data-quote="DracoSuave" data-source="post: 5701985" data-attributes="member: 71571"><p>Something you're missing here.</p><p></p><p>Game systems have evolved to the point where the vast majority of good, easy to run, easy to learn systems, especially the ones that emphasize roleplay, use the same basic system for combat and noncombat based resolution. Rolling a skill and rolling an attack, in really well made games, will use the same basic concept of resolution.</p><p></p><p>d20 isn't even on the front line of this trend... in fact, it was simply a reaction to the evolution of gaming since 1st edition came out. </p><p></p><p>No matter how simple each individual system may seem on paper, requiring multiple systems is needless complexity that adds nothing to the game. </p><p></p><p>What you're doing is trying to make skills into a system similiar to Conspiracy X, while making the combat system fix the 'math problem' that fourth edition has that is not ACTUALLY a problem.</p><p></p><p>Firstly, having a number of resolution systems greater than 1 is less optimal than having 1. Secondly, a system's goal is to be playable and easy to use; mathematical elegance is something that has nothing to do with roleplaying a wizard.</p><p></p><p>--------------------------------</p><p></p><p>To explain the Conspiracy X system: You had attributes which ranked from 1-5, and each rank had a corresponding modifier equal to the rank-3. Tests of the raw attribute, and tests of a skill were based on its raw ranking, where applicable modifying attributes added or subtracted their modifier to the target number on a d12. </p><p></p><p>The catch here, is that there were only 5 possibilities:</p><p></p><p>If your skill was two higher than the difficulty or defending number, you autosucceeded.</p><p>If your skill was one higher, you tried to roll 11 or below on 2d6. If your attribute modifier was positive, this meant autosuccess.</p><p>If your skill was equal, roll 7 or higher on 2d6.</p><p>If your skill was one lower, you tried to roll a 2 on 2d6. Obviously, bad attributes meant autofailure.</p><p>If your skill was two lower, you failed.</p><p></p><p>The catch was... this worked in combat too. If someone had a higher skill than your defense... he will kill you. No ifs, ands or buts.</p><p></p><p></p><p>Now, if you're comfortable with a combat system like this, then the skill system should also work like this. However.... I don't believe that it works for D&D. D&D is based on levels... and the ability to take on higher level creatures.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5701985, member: 71571"] Something you're missing here. Game systems have evolved to the point where the vast majority of good, easy to run, easy to learn systems, especially the ones that emphasize roleplay, use the same basic system for combat and noncombat based resolution. Rolling a skill and rolling an attack, in really well made games, will use the same basic concept of resolution. d20 isn't even on the front line of this trend... in fact, it was simply a reaction to the evolution of gaming since 1st edition came out. No matter how simple each individual system may seem on paper, requiring multiple systems is needless complexity that adds nothing to the game. What you're doing is trying to make skills into a system similiar to Conspiracy X, while making the combat system fix the 'math problem' that fourth edition has that is not ACTUALLY a problem. Firstly, having a number of resolution systems greater than 1 is less optimal than having 1. Secondly, a system's goal is to be playable and easy to use; mathematical elegance is something that has nothing to do with roleplaying a wizard. -------------------------------- To explain the Conspiracy X system: You had attributes which ranked from 1-5, and each rank had a corresponding modifier equal to the rank-3. Tests of the raw attribute, and tests of a skill were based on its raw ranking, where applicable modifying attributes added or subtracted their modifier to the target number on a d12. The catch here, is that there were only 5 possibilities: If your skill was two higher than the difficulty or defending number, you autosucceeded. If your skill was one higher, you tried to roll 11 or below on 2d6. If your attribute modifier was positive, this meant autosuccess. If your skill was equal, roll 7 or higher on 2d6. If your skill was one lower, you tried to roll a 2 on 2d6. Obviously, bad attributes meant autofailure. If your skill was two lower, you failed. The catch was... this worked in combat too. If someone had a higher skill than your defense... he will kill you. No ifs, ands or buts. Now, if you're comfortable with a combat system like this, then the skill system should also work like this. However.... I don't believe that it works for D&D. D&D is based on levels... and the ability to take on higher level creatures. [/QUOTE]
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