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Why do many people prefer roll-high to roll-under?
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<blockquote data-quote="innerdude" data-source="post: 9276647" data-attributes="member: 85870"><p>Whereas for me it creates a false . . . positivity? Sensibility? Expectation? . . . about the variability of task resolution. As a player you DON'T KNOW that your chance of success is always "70%", or at least you shouldn't. Situational modifiers should be part and parcel with good GM-ing, IMHO.</p><p></p><p>This sense of "I know I have exactly a 70% chance of success, no matter what" leads to table dissonance in my experience. The players get used to the idea that the GM can't have any input / gainsay on probability of success. "But wait, you can't just modify my percentile probability down! It says right on my character sheet, 70 percent!"</p><p></p><p>It used to drive me crazy with the power gaming GURPS players, because it was like, "As soon as I get my stat up to 17, it literally doesn't matter what's happening in the game world, I auto-succeed." It was this constant race to obliterate any chance of failure, because that big fat 17 or 18 on the character sheet basically made them "immune" in their eyes from GM interference.</p><p></p><p>*Edit: this is one of the things I love about <em>Ironsworn </em>and <em>Genesys</em>. There's more unpredictability to the "narrative" of the resolution, because the full range of difficulty isn't set in stone. And it's NOT ENTIRELY on the GM --- the dice play their part. The GM can potentially sway the resolution by adding or removing dice, but the dice play their part.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9276647, member: 85870"] Whereas for me it creates a false . . . positivity? Sensibility? Expectation? . . . about the variability of task resolution. As a player you DON'T KNOW that your chance of success is always "70%", or at least you shouldn't. Situational modifiers should be part and parcel with good GM-ing, IMHO. This sense of "I know I have exactly a 70% chance of success, no matter what" leads to table dissonance in my experience. The players get used to the idea that the GM can't have any input / gainsay on probability of success. "But wait, you can't just modify my percentile probability down! It says right on my character sheet, 70 percent!" It used to drive me crazy with the power gaming GURPS players, because it was like, "As soon as I get my stat up to 17, it literally doesn't matter what's happening in the game world, I auto-succeed." It was this constant race to obliterate any chance of failure, because that big fat 17 or 18 on the character sheet basically made them "immune" in their eyes from GM interference. *Edit: this is one of the things I love about [I]Ironsworn [/I]and [I]Genesys[/I]. There's more unpredictability to the "narrative" of the resolution, because the full range of difficulty isn't set in stone. And it's NOT ENTIRELY on the GM --- the dice play their part. The GM can potentially sway the resolution by adding or removing dice, but the dice play their part. [/QUOTE]
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Why do many people prefer roll-high to roll-under?
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