On Thu, Jul 16, 2009 at 1:21 PM, <rpg-create@yahoogroups.com> wrote:
> Many systems use saving throws, skill checks, or other types of rolls to
determine a player success or failure.
> What ratio of success to failure (S-F) generally gives the most interesting,
fun game play?
I don't think I can answer this poll without knowing more about what
you meant. If you mean "single roll whose failure is
non-catastrophic", like combat rolls, I can cope with maybe 50-60%
failure if I expect I'll eventually win the combat. If it's
save-or-die, I need near 0% failure for fun. Skill rolls that are
repeatable (just costing time, or far-less-than-catastrophic failure)
fit somewhere in between.
So, which did you mean?