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Why do many people prefer roll-high to roll-under?
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<blockquote data-quote="doctorbadwolf" data-source="post: 9278369" data-attributes="member: 6704184"><p>Look, we are clearly trying to have different discussions, so I’m going to just clarify the part you indicated was unclear, and then move on. </p><p></p><p>[If]<strong> D&D rolled low and had all the same mods… then you’d be making the opposite arguments, [imo obv]</strong></p><p><strong></strong></p><p><strong>By “all the same mods” I mean that a magic item gives a +3 bonus on top of your ability modifier and providency, and there are situational bonuses and penalties, and PCs features could give bonuses, etc.. </strong></p><p><strong>I then noted in parenthesis that such bonus’s would preferably be to the static number ie the skill or whatever, because making the number you need to roll under into a higher number is more intuitive than subtracting from what you roll. </strong></p><p><strong></strong></p><p><strong>Finally, I am positing that in a world where D&D and other reasonably big games used the described type of system, many indie games would go the other way with few if any mods to a roll-high, and overall you’d associate fiddly modifiers with rolling a low number to succeed. The whole paradigm would reverse. </strong></p><p><strong></strong></p><p><strong>Because the fiddly modifiers are the issue. </strong></p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9278369, member: 6704184"] Look, we are clearly trying to have different discussions, so I’m going to just clarify the part you indicated was unclear, and then move on. [If][B] D&D rolled low and had all the same mods… then you’d be making the opposite arguments, [imo obv] By “all the same mods” I mean that a magic item gives a +3 bonus on top of your ability modifier and providency, and there are situational bonuses and penalties, and PCs features could give bonuses, etc.. I then noted in parenthesis that such bonus’s would preferably be to the static number ie the skill or whatever, because making the number you need to roll under into a higher number is more intuitive than subtracting from what you roll. Finally, I am positing that in a world where D&D and other reasonably big games used the described type of system, many indie games would go the other way with few if any mods to a roll-high, and overall you’d associate fiddly modifiers with rolling a low number to succeed. The whole paradigm would reverse. Because the fiddly modifiers are the issue. [/B] [/QUOTE]
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Why do many people prefer roll-high to roll-under?
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