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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Lanefan" data-source="post: 8672914" data-attributes="member: 29398"><p>That's more than a slight loss in resolution, if you're going from +1 (5%) to whatever average-% bonus advantage gives (if memory serves someone once worked out it's about the same on average as +3 or +4 but I forget where or even if I saw that).</p><p></p><p>It's also more than a slight loss in resolution if you're going from +20% (+5 and -1) to flat 0 (adv-disadv cancelling out).</p><p></p><p>But more important, there's no variance to it. You've got three options - advantage, disadvantage, or flat - and that's it. Personally, I'd like a lot more possible granularity.</p><p></p><p>The way to get around people wasting time bonus hunting is to have fewer and easy-to-track things be what give bonuses. As with many other things, 3e went overboard on how much stacking you could do; it's not the model to try emulating here.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8672914, member: 29398"] That's more than a slight loss in resolution, if you're going from +1 (5%) to whatever average-% bonus advantage gives (if memory serves someone once worked out it's about the same on average as +3 or +4 but I forget where or even if I saw that). It's also more than a slight loss in resolution if you're going from +20% (+5 and -1) to flat 0 (adv-disadv cancelling out). But more important, there's no variance to it. You've got three options - advantage, disadvantage, or flat - and that's it. Personally, I'd like a lot more possible granularity. The way to get around people wasting time bonus hunting is to have fewer and easy-to-track things be what give bonuses. As with many other things, 3e went overboard on how much stacking you could do; it's not the model to try emulating here. [/QUOTE]
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