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WHAT IS EASY, MEDIUM AND HARD
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<blockquote data-quote="niklinna" data-source="post: 8675477" data-attributes="member: 71235"><p>Depends on the system. Harder things are ideally both more taxing to perform, and more likely to fail (possibly but not necessarily more likely to have heavier consequences on failure), and there should be some amount of player ability to make the tradeoffs. Some systems explicitly handle both: Blades in the Dark excels here, Torg Eternity has a variety of limited resources players can spend to improve their odds.</p><p></p><p>Many systems don't provide for players to make tradeoffs. Pure odds-of-success is pretty standard in such popular systems as Basic Role Playing and D&D. At least 5e has Inspiration dice, and some class features & spells, but nothing's really tied directly to difficulty and a sense of effort. As for specific target numbers or percentages, that's heavily genre-dependent so I won't try to be that specific.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8675477, member: 71235"] Depends on the system. Harder things are ideally both more taxing to perform, and more likely to fail (possibly but not necessarily more likely to have heavier consequences on failure), and there should be some amount of player ability to make the tradeoffs. Some systems explicitly handle both: Blades in the Dark excels here, Torg Eternity has a variety of limited resources players can spend to improve their odds. Many systems don't provide for players to make tradeoffs. Pure odds-of-success is pretty standard in such popular systems as Basic Role Playing and D&D. At least 5e has Inspiration dice, and some class features & spells, but nothing's really tied directly to difficulty and a sense of effort. As for specific target numbers or percentages, that's heavily genre-dependent so I won't try to be that specific. [/QUOTE]
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