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rpg-create · This is a list to discuss the creation of role playing game systems (mechanics, genre, style, etc).
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reasonable system?   Message List  
Reply | Forward Message #43693 of 44109 |
Re: [rpg-create] Re: reasonable system?

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klaus_ae_mogensen wrote:
>
> The problem here is that the average number of successes is equal to attribute
_times_ skill, so you are going to penalize characters with high attribute / low
skill or high skill / low attribute vs. those that are mediocre in both.
>

ups, you're right about that.

means that the difficulty progression needs also to be non-linear,
and adding attribute to the dicepool should balance the rest.


c
- --
fredo
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Wed Jul 15, 2009 8:10 pm

alfredreiben...
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Message #43693 of 44109 |
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hi! i'm creating a new system for a fantasy setting and i'd like to get some feedback about the resolution method early on. basically the system uses...
alfredreibenschuh
alfredreiben...
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Jul 13, 2009
2:45 pm

... This is very similar to a system I have been considering, except I roll attribute dice versus skill target number (this allows open-ended attributes, which...
klaus_ae_mogensen
klaus_ae_mog...
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Jul 13, 2009
3:44 pm

... i'm considering that a player may only roll if under stress/combat/complications else * if the difficulty is equal or less of both attribute and skill, the...
alfredreibenschuh
alfredreiben...
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Jul 15, 2009
4:48 am

... The problem here is that the average number of successes is equal to attribute _times_ skill, so you are going to penalize characters with high attribute /...
klaus_ae_mogensen
klaus_ae_mog...
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Jul 15, 2009
9:17 am

... Hash: SHA256 ... ups, you're right about that. means that the difficulty progression needs also to be non-linear, and adding attribute to the dicepool...
Alfred Reibenschuh
alfredreiben...
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Jul 15, 2009
9:43 pm

... Hash: SHA256 ... lets compare that to SR4: character with attribute 4, skill 4 at difficulty 2: my system has 68,75%; sr4 gives 80,5% at difficulty 3: my...
Alfred Reibenschuh
alfredreiben...
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Jul 15, 2009
4:49 am
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