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Why do many people prefer roll-high to roll-under?
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<blockquote data-quote="Swanosaurus" data-source="post: 9276579" data-attributes="member: 7044220"><p>Yes, that's what I'm getting at ... I don't feel like I have learned on some "fundamental" level that "high is good" or "low is good"; it's a 100% context dependent. A high body temperature (fevre) is bad, a high star rating on drivethru RPG is good, a high number on a d20 is bad, a high number on your character sheet is good, a high number on a d6 is good, a low number on your school certificate is good. I have learned all of these and can re-learn them with some effort. And while it's fine to say that RPG rules might take advantage of something already learned by a lot of people (like a school grading system or a five-star-grading system), I wouldn't want to generalize that people are normally wired that way and that's why RPGs should do it like that. People around the worlds have learned many different ways to think about and handle numbers, and there's no "one size fits all (except for the weird edge cases)".</p><p></p><p>EDIT: Also, high numbers do not necessarily mean more; there's a lot of ways we relate abstract numbers to the material world; If I have 20 cakes all for myself, that's a lot; if 20 people have one cake among them, it's little. Dependent on the context, both situations are related to the abstraction of the number 20.</p></blockquote><p></p>
[QUOTE="Swanosaurus, post: 9276579, member: 7044220"] Yes, that's what I'm getting at ... I don't feel like I have learned on some "fundamental" level that "high is good" or "low is good"; it's a 100% context dependent. A high body temperature (fevre) is bad, a high star rating on drivethru RPG is good, a high number on a d20 is bad, a high number on your character sheet is good, a high number on a d6 is good, a low number on your school certificate is good. I have learned all of these and can re-learn them with some effort. And while it's fine to say that RPG rules might take advantage of something already learned by a lot of people (like a school grading system or a five-star-grading system), I wouldn't want to generalize that people are normally wired that way and that's why RPGs should do it like that. People around the worlds have learned many different ways to think about and handle numbers, and there's no "one size fits all (except for the weird edge cases)". EDIT: Also, high numbers do not necessarily mean more; there's a lot of ways we relate abstract numbers to the material world; If I have 20 cakes all for myself, that's a lot; if 20 people have one cake among them, it's little. Dependent on the context, both situations are related to the abstraction of the number 20. [/QUOTE]
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Why do many people prefer roll-high to roll-under?
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