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Why do many people prefer roll-high to roll-under?
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<blockquote data-quote="aramis erak" data-source="post: 9410192" data-attributes="member: 6779310"><p>It does when you get to modifiy the roll, and the needed math thereof.</p><p></p><p>It's like a table in 1d100 range but with all breakpoints at 5 point increments is no different than a d20, unless you have modifiers below 5 points. Which MSH/RMSH/AMSH does. Also, not all the entries are on 5 point breaks; in MSH, it's 5 point blocks to 90, then 91-94, 95-97, 98-99, and 00.</p><p></p><p>One can totally d20-ize Star Frontiers Alpha Dawn and lose almost no granularity outside attributes... but AMSH, a point of Karma matters at least 1/5 of the time... and 4 points matters at least 4/5 of the time.</p><p></p><p><strong>In re other Roll-High successful games.</strong></p><p>Also, <u><em>Rolemaster</em></u> has been a long time stable fanbase, along with companion/derivatives <em><u>Spacemaster</u></em> and <em><u>HARP</u></em>. Plus the OOP <em><u>MERP</u></em>. All of them are 1d100+score, roll high, with 4 basic methods of reading the rolls... </p><ol> <li data-xf-list-type="ol">1d100 ↕ + skill total + difficulty +situation mods, <0 is a botch, >100 is a success, >200 is essentially a crit</li> <li data-xf-list-type="ol">1d100 ↑ + skill total + difficulty +situation mods, read result from the attack or spell attack table.</li> <li data-xf-list-type="ol">1d100 ↕ + skill total + difficulty + situation mods, read result from either the static maneuver or moving maneuver table.</li> <li data-xf-list-type="ol">1d100 ↕ + skill total + difficulty + situation mods, final total is percentage of stated action accomplished.</li> </ol><p>The arrows indicate open-ending directions ↑ is uppper; on 96-00, roll another 1d100 and add, with recursion↕ is double open; if the first d100 is 96-100, as ↑, but on 01-05, roll 1d100↑ and subtract...</p><p></p><p>There's also a pseudoclone of SM, and a pseudoclone of MERP (<u><em>Against the Darkmaster</em></u>) None of them (neither the clones nor SM/RM/MERP/Cyberspace/HARP) are runaway successes, but they have a solid following. a 43 year publishing history with 4+ editions of RM, 3 or more of SM, 2 of MERP (before the license was lost), and then HARP... So, for a single core system across 7 games and a total of a dozen editions.... that's a success, IMO.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9410192, member: 6779310"] It does when you get to modifiy the roll, and the needed math thereof. It's like a table in 1d100 range but with all breakpoints at 5 point increments is no different than a d20, unless you have modifiers below 5 points. Which MSH/RMSH/AMSH does. Also, not all the entries are on 5 point breaks; in MSH, it's 5 point blocks to 90, then 91-94, 95-97, 98-99, and 00. One can totally d20-ize Star Frontiers Alpha Dawn and lose almost no granularity outside attributes... but AMSH, a point of Karma matters at least 1/5 of the time... and 4 points matters at least 4/5 of the time. [B]In re other Roll-High successful games.[/B] Also, [U][I]Rolemaster[/I][/U] has been a long time stable fanbase, along with companion/derivatives [I][U]Spacemaster[/U][/I] and [I][U]HARP[/U][/I]. Plus the OOP [I][U]MERP[/U][/I]. All of them are 1d100+score, roll high, with 4 basic methods of reading the rolls... [LIST=1] [*]1d100 ↕ + skill total + difficulty +situation mods, <0 is a botch, >100 is a success, >200 is essentially a crit [*]1d100 ↑ + skill total + difficulty +situation mods, read result from the attack or spell attack table. [*]1d100 ↕ + skill total + difficulty + situation mods, read result from either the static maneuver or moving maneuver table. [*]1d100 ↕ + skill total + difficulty + situation mods, final total is percentage of stated action accomplished. [/LIST] The arrows indicate open-ending directions ↑ is uppper; on 96-00, roll another 1d100 and add, with recursion↕ is double open; if the first d100 is 96-100, as ↑, but on 01-05, roll 1d100↑ and subtract... There's also a pseudoclone of SM, and a pseudoclone of MERP ([U][I]Against the Darkmaster[/I][/U]) None of them (neither the clones nor SM/RM/MERP/Cyberspace/HARP) are runaway successes, but they have a solid following. a 43 year publishing history with 4+ editions of RM, 3 or more of SM, 2 of MERP (before the license was lost), and then HARP... So, for a single core system across 7 games and a total of a dozen editions.... that's a success, IMO. [/QUOTE]
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Why do many people prefer roll-high to roll-under?
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