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General Tabletop Discussion
*TTRPGs General
What are your thoughts on roll-under/roll-high mechanics?
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<blockquote data-quote="Theory of Games" data-source="post: 9718665" data-attributes="member: 7042201"><p>That's essentially what I meant despite my phrasing being off.</p><p></p><p>I'm fine with a narrow gap as long as the opposition is close in capability. I'd also argue that when the best team loses, it's usually due to poor tactics + bad luck - not just bad luck.</p><p></p><p>The "swing" of d20 is very well documented and debated. I used to hate it but later realized 1d20 produces randomness better than most dice solutions. And the roll results are managed by character bonuses. Of course I champion GURPS a lot on this site because its '3d6 roll under' is my favorite process: fast and easy task resolution.</p><p></p><p>I'm not seeing how the bell-curve (like with GURPS) figures when the player has to roll low <em><strong>AND</strong></em> close to the TN. Rolling high or low should be enough. It's hard enough for a GM to maintain pacing and consistency running a campaign, goofy dice rules just make task resolution more complicated and slows everything down IME.</p></blockquote><p></p>
[QUOTE="Theory of Games, post: 9718665, member: 7042201"] That's essentially what I meant despite my phrasing being off. I'm fine with a narrow gap as long as the opposition is close in capability. I'd also argue that when the best team loses, it's usually due to poor tactics + bad luck - not just bad luck. The "swing" of d20 is very well documented and debated. I used to hate it but later realized 1d20 produces randomness better than most dice solutions. And the roll results are managed by character bonuses. Of course I champion GURPS a lot on this site because its '3d6 roll under' is my favorite process: fast and easy task resolution. I'm not seeing how the bell-curve (like with GURPS) figures when the player has to roll low [I][B]AND[/B][/I] close to the TN. Rolling high or low should be enough. It's hard enough for a GM to maintain pacing and consistency running a campaign, goofy dice rules just make task resolution more complicated and slows everything down IME. [/QUOTE]
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What are your thoughts on roll-under/roll-high mechanics?
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