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What success/failure rate in tests keeps players invested in the game?

Started by jerzyab, September 01, 2013, 05:32:07 PM

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Shauncat

This is why I tend to prefer bell curve systems (where there's enough of a chance of failure at your core competency to keep things lively), or degrees of success/failure (requires a bit of GM fiat, unless the game has such a great crit/fumble table that narration is completely moot).

Doccit

Quote from: Phillip;691402You may be working on the same assumption as the OP. I'd say it depends on circumstances. Does the whole less elite world simply vanish just because one character has attained some degree of experience? That would not work at all in early RPGs (in which PCs might be of widely different experience levels), nor will it satisfy those who demand some verisimilitude.

Moreover, it won't satisfy those who want advancement to show a real effect -- being able to do things easily that once were hard -- instead of just inflating numbers.

I clearly fucked up in my phrasing because everyone seems to think I was saying something that I wasn't. A 10 foot cliff doesn't get any harder to climb, and a goblin doesn't get any bulkier if you level up, but it is normally the case (I would argue with good reason) that the major quests of players tend to steer them towards challenges that are appropriate for their level. They want to beat up a goblin? Sure. That is easy. But if they want to make progress on their quest, it should probably involve beating up something harder.

I'm not saying everything in the world should scale. That is stupid. I'm saying that players should be asked by the game to take on greater and greater challenges as they level up. Numerically AND thematically.

Exploderwizard

Quote from: Doccit;692740I'm not saying everything in the world should scale. That is stupid. I'm saying that players should be asked by the game to take on greater and greater challenges as they level up. Numerically AND thematically.

This is one area where the old treasure as the primary source of XP really did its job well.

You could keep going after lower level dungeons and win the treasures fairly easy. The XP you got for that kept decreasing to the point where sooner or later you had to tackle bigger game if you wanted a measurable increase in wealth and power.

Greed caused us to take such foolish risks but those risks provided so much fun. It is so much easier to laugh off the death of a beloved character when he died due to your questionable choices and greed than being forced to jump through the hoop of predefined challenge difficulties.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Phillip

Quote from: Doccit;688177But how are they supposed to know what is risky without testing themselves?
How do we do it in real life?
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Phillip

One idea that came to my mind the other day was immediately suggested by recollection of a Dr Who rules set (Time Lord?), but I think is also similar to BTRC's Corps system.

Anyhow, it's that skills are rated qualitatively in terms of what kinds of things can be done with usual near certainty of success given a certain skill level. Significant risk of failure comes in when attempting things beyond that.

First rough go: For things above level, roll d6-d6 (higher minus lower), trying to get at least the difference. Anything 6 or more levels higher is definitely beyond your expertise. For things at level or less, a bit of uncertainty can be introduced (when it seems appropriate) by having "snake eyes" (1 in 36) indicate a worse than expected result; otherwise, those can simply be assumed to get done without a roll.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

apparition13

Quote from: Phillip;693013How do we do it in real life?
Intuition based in experience. Which is why people with less experience misjudge their abilities.