TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Voros on April 07, 2017, 01:44:12 AM

Title: Difficulty Check or Ability Checks
Post by: Voros on April 07, 2017, 01:44:12 AM
Since we have a couple of threads discussing mechanic preferences I'm wondering is there any appreciable difference between difficulty checks, which I believe were introduced in 3e D&D and carried over into 5e versus ability checks (roll under the ability score) in 2e and earlier versions of D&D.

Not sure when I discovered ability checks, I think they always existed as an alternate rule from the very early days of the game, but once I did I thought they were very elegant and they largely replaced saving throws at our table.

So what say you? Is there any mathematical difference between the methods or is it a tomato/tomatoe thing? Is the advantage of DCs simply that they eliminate the need for bonuses and penalties to the roll or that they are a unified mechanic with attack rolls, etc?
Title: Difficulty Check or Ability Checks
Post by: Spinachcat on April 07, 2017, 04:06:21 AM
There are various differences, but essentially they boil down to "Roll Dice vs. Your Talent to Decide Shit"

Roll under Ability Score was a general 0e-2e houserule, but some people used D20, others 3D6. It was the D&D answer to the RuneQuest roll under Stat x 5% and amounts to the same math.

2e had proficiencies (first introduced in 1e's Oriental Adventures) where you had a skill that you rolled under a number based on an ability score.

In recent years, Castles & Crusades created the SIEGE engine where you made a combo skill / ability check rolling high vs. TNs and it was much akin to D20's DC checks.
Title: Difficulty Check or Ability Checks
Post by: zarathustra on April 07, 2017, 06:31:45 AM
Can effect campaign flavour.

In a game with low skill emphasis, where you want assumed competency by PC's and that PC's are cut above the norm, with some being incredible then ability checks vs skill checks support that style of play. Suits Swords & Sorcery imo. Also suits slightly more generous ability score generation systems (e.g.. reroll all ones, swap any 2, refill if no positive modifier or total modifiers below 0). I see them as slightly more abstract as they ignore the level of the challenge & focus on the talent of the PC.

In a game where you have placed an emphasis on a complex or involved skill system, ability checks make less sense. If you're going to go up to level 20 and try to make skills relevant most of that way then ability checks perhaps make less sense. But a difficulty check you can scale begins to make more sense if you want pc's to face "epic" challenges. Emphasis becomes on having 6 different levels of locks, intimate situations, blah, blah and grading them according to difficulty.

I prefer the former.
Title: Difficulty Check or Ability Checks
Post by: Shipyard Locked on April 07, 2017, 07:01:00 AM
I never experienced the ability check, but as I understand it, the PC's odds of overcoming an issue with a roll stayed mostly flat and predictable across the levels, which sounds nice for a GM trying to run a consistent world. For instance, anywhere the party goes, they are likely to face doors that are reliably going to present a certain level of challenge to lock-pick or demolish, with the occasional easy or extra hard one.

The trouble with difficulty checks is they are usually paired up with a skill system where the PC keeps getting better at doing something... across 20 levels. If the GM is not careful, certain types of verisimilitudinous challenges become too trivial, and they might be tempted to gradually increase the DCs in an arms race with the PC's capabilities, ultimately making their world less realistic and the skill increases pointless.

DM: And you find yourself in front of an adamantine door with locks designed by modrons.
Rogue: Damn, another one? Where were all these adamantine doors with locks designed by modrons three levels ago?
DM:Err, this is the richest part of town.
Rogue: Weird, I feel you sort of implied that about the other part of town we were operating in three levels ago. There the richest people had steel doors with locks designed by gnomes.
DM: Anyway, the DC to pick or break through this is X.
Rogue: *looks at character sheet*. You know, doing a little math, my odds of getting through this door will my supposedly ever increasing skill are roughly the same as the steel doors with locks designed by gnomes three levels ago... and the same again as my odds of getting through the reinforced wood doors with locks designed by human master locksmiths three levels before that.
DM: ... You know what, a patrol of fire salamander sentinels summoned from another plane to guard this place attack you while you're contemplating the door. Roll for initiative. Watch out, these are tougher to face than the ogre sentinels hired from the deadly badlands you were facing in the other part of town three levels ago...
Title: Difficulty Check or Ability Checks
Post by: Ashakyre on April 07, 2017, 08:33:41 AM
I'm curious to hear people's thoughts on this. When I created my game I figured a static target number for skill rolls would be good enough. Now it feels like there needs to be more differentiation of target numbers. My go-to idea is to correlate target numbers with challenge levels and experience points. Roll X or suffer Y consequence. Get Z exp if you manage to reach your objective, whether or not you suffer Y consequence.

That might be too 4th edition-y. I've seen people criticize 4th edition for adventures being little more than skill challenges connecting set piece battles. (If I understand.)

I'm not sure if the criticism has more to do with issues about railroading or reducing exploration to mechanics. It seems one can avoid those pitfalls and still create rules for target numbers. But I'd like to hear people's thought, if that doesn't detract from OP's query.
Title: Difficulty Check or Ability Checks
Post by: Skarg on April 07, 2017, 01:05:26 PM
Well that's the general problem with the semi-conflicting goals of wanting:
* a consistent world
* PCs to have heroic abilities
* PCs to improve steadily with adventuring experience
* challenge and some chance of failure
* a campaign to last a long time with some PCs surviving and gaining a lot of experience

It's hard to satisfy all of those requirements, and having more than a couple of them at once require a fair amount of work.
Title: Difficulty Check or Ability Checks
Post by: estar on April 07, 2017, 01:54:57 PM
Among the different methods of figuring out the odd of success there are ones is where skill level is very important and others  is where the character attributes dominate.

For example in d20 I get a +1 per 2 points of attribute above 10. So a 16 strength gets me a plus +4 bonus. My skill can easily be +4 or higher with a d20 character. Since I am adding the attribute bonus and skill bonus to my roll. So overall both are equally important to figuring out my odds of success.

In GURPS in constrast, the skill level is based one's attribute (average 10). The skill level (or lack of skill) Modifies the actual odds from this starting point. For example 4 points in swords skills will allow my skill to be my attribute +1. So if I have a 13 strength my skill level is 14. I have to roll a 14 or less on 3d6.

With D&D roll under means that attribute dominates. With the d20 approach 5e, Skill and Attributes are equally important.

What you need to decide is what important in your mind. This is definitely an area where there is no right answer. Just be consistent once you made your choice.
Title: Difficulty Check or Ability Checks
Post by: Ashakyre on April 07, 2017, 02:05:52 PM
Quote from: Skarg;955959Well that's the general problem with the semi-conflicting goals of wanting:
* a consistent world
* PCs to have heroic abilities
* PCs to improve steadily with adventuring experience
* challenge and some chance of failure
* a campaign to last a long time with some PCs surviving and gaining a lot of experience

It's hard to satisfy all of those requirements, and having more than a couple of them at once require a fair amount of work.

What I'm trying:

(1) Parts of the world are getting stronger for reasons that make sense in game.

(2) The players can run away from almost anything.

(3) Evaluating difficulty is the easiest thing you can do.
Title: Difficulty Check or Ability Checks
Post by: Philotomy Jurament on April 07, 2017, 02:49:25 PM
The biggest difference is that roll-under-ability completely nukes the importance of class and level in favor of stats. That's something I don't like, since I like my D&D games to focus on class/level over stats.

A system using DCs can be better (since there's usually some class/level influence in whatever skill system is grafted on), but I'm not a fan of that in D&D, either. When I ran D&D with such systems, I always found myself backing into a DC/modifiers which gave the chance I was looking for. In other words, I'd think "Hmm, the PC should have about a 60% chance of success. What numbers do I need to assign to get to that?"  More trouble than its worth, IMO. These days, I save myself a lot of time by just coming up with the number and calling for the appropriate roll.
Title: Difficulty Check or Ability Checks
Post by: Willie the Duck on April 07, 2017, 02:53:52 PM
Quote from: Voros;955880Since we have a couple of threads discussing mechanic preferences I'm wondering is there any appreciable difference between difficulty checks, which I believe were introduced in 3e D&D and carried over into 5e versus ability checks (roll under the ability score) in 2e and earlier versions of D&D.

Not sure when I discovered ability checks, I think they always existed as an alternate rule from the very early days of the game, but once I did I thought they were very elegant and they largely replaced saving throws at our table.

So what say you? Is there any mathematical difference between the methods or is it a tomato/tomatoe thing? Is the advantage of DCs simply that they eliminate the need for bonuses and penalties to the roll or that they are a unified mechanic with attack rolls, etc?

I am very much of the mindset that things matter only when there's an actual, systematic effect. So if the percent chances tend to be the same using either system, then they are in my mind the same (so like to me, ascending and descending AC are the same thing so long as your chance to hit is the same).

The big issues that I can think of with ability checks are:
*In classic D&D game (oD&D-BECMI), the stat spread is 3-18 (hard cap). If you used a d20, roll under attribute check, that would constrain your chances between 15-90% success rate. What happens if you want something with a chance of success outside that range?
*If you don't use d20, but instead 3d6 or variable d6, a slight change in average stats can make unexpected changes to likelihoods.
*In AD&D, the stat spread is 3-25 (with some of the upper levels being very close to impossible to achieve). What spread method best captures this range? Further, what do you do with 18/xx strengths?

The issue Shipyard mentioned is the big problem I can identify with difficulty checks. Although... this is really just a microcosm of the whole sandbox vs. party-tailored challenge debate, isn't it?



Quote from: Skarg;955959Well that's the general problem with the semi-conflicting goals of wanting:
* a consistent world
* PCs to have heroic abilities
* PCs to improve steadily with adventuring experience
* challenge and some chance of failure
* a campaign to last a long time with some PCs surviving and gaining a lot of experience

It's hard to satisfy all of those requirements, and having more than a couple of them at once require a fair amount of work.

Yep, it clearly is the sandbox vs. party-tailored issue. Y'know, in my own campaigns, this has never really been the big deal that a million overwrought threads has made this out to be. My campaigns have been semi-sandbox, and the players self-select adventures of approximately the challenge level that they can handle (or at least think they can handle). 3rd level characters shouldn't attempt to break into the king of the world's largest nations vault, and 16th level characters won't bother robbing the alms box at the wayfairer's shrine in bumble-fuck-nowhere-town.

To make a mechanic, however, that scales by level only slowly, is a challenge. Of the WotC-era games, I consider 5e to have done it probably the best--yes a 20th level character can succeed on a roll with a target # above what a 1st level character can do, but they can still roll a 1 and do worse than the 1st level character can do with a roll of 20. That's something that I feel 3e lacked. For the TSR era games, I thought using the saving throw table worked best, perhaps modified by an attribute. slow advancement, there can be differences between characters (depending on class and attribute), very few people will have only 5% chance of failure or success. Overall pretty good.
Title: Difficulty Check or Ability Checks
Post by: Justin Alexander on April 07, 2017, 05:04:49 PM
I am really unclear why people are talking about ability-only checks vs. ability+skill checks, since it's not what the OP asked about.

Quote from: Voros;955880So what say you? Is there any mathematical difference between the methods or is it a tomato/tomatoe thing? Is the advantage of DCs simply that they eliminate the need for bonuses and penalties to the roll or that they are a unified mechanic with attack rolls, etc?

Mathematically they're identical. Whether you're modifying the target number or the die roll doesn't really make any difference. Nor does the difference between using difficulty as the target number and ability as the modifier vs. using ability as the target number and difficulty as the modifier.

In terms of utility, however, there are distinctions. But they tend to be mostly coincidental rather than intrinsic.

Knowing what number the die needs to roll for success before you roll, for example, is a nice feature. It means that when the player rolls a die, there can be an immediate and emotional response to seeing the die result. (As opposed to needing to perform mathematical operations on that die result before knowing what happens.) The other advantage is that it typically means that the players can resolve their checks by themselves and then simply report success or failure to the GM. Old school ability checks tend to fall into this category because the die roll needed = your ability score or lower.

Hidden difficulties, on the other hand, are a nice thing to have in a variety of circumstances. These are generally more awkward to implement when you're using difficulty as a modifier against a target number known to the players. This is particularly true if it's a check that multiple players are making at the same time.

I've also found, personally, that it seems to be easier for players to apply modifiers that are written down in front of them. In a game where the difficulty of tasks is highly variable, therefore, I generally prefer to have difficulty as the static target number and for the modifiers to be things written down on the character sheet.

Quote from: Shipyard Locked;955907The trouble with difficulty checks is they are usually paired up with a skill system where the PC keeps getting better at doing something... across 20 levels. If the GM is not careful, certain types of verisimilitudinous challenges become too trivial, and they might be tempted to gradually increase the DCs in an arms race with the PC's capabilities, ultimately making their world less realistic and the skill increases pointless.

See also shitty games like D&D 4E Gamma World where the system bakes the DC inflation into the system. So glad we're just adding numbers for no reason.

This is generally just bad GMing in general, though, and not limited to action checks. It's the same mindset that starts dumping antimagic areas everywhere to nerf the wizard.
Title: Difficulty Check or Ability Checks
Post by: Omega on April 07, 2017, 05:09:04 PM
Quote from: estar;955963With D&D roll under means that attribute dominates. With the d20 approach 5e, Skill and Attributes are equally important.

What you need to decide is what important in your mind. This is definitely an area where there is no right answer. Just be consistent once you made your choice.

In 5e its allmost situational. There are times when your Prof bonus is way exceeding your stat bonus. And the other way around as some situations wont allow a proficiency bonus but allow stat bonus. While others go the other way. The majority though indeed take into account both so stats and level.
Sometimes even class matters as one or two classes grant skill bonuses. The Bard and Rogue come to mind as both classes grant a doubled proficiency bonus to at least two skills.

Initially I wasnt overly fond of the difficulty number style. But over time have come to like it. It feels a bit more fair. Least it does in 5e.
Title: Difficulty Check or Ability Checks
Post by: Voros on April 07, 2017, 07:45:17 PM
Thanks Justin my initial question was about the math as I'm math retarded so didn't know if there was any significant statistical difference, although I suspected it was minor.
Title: Difficulty Check or Ability Checks
Post by: fearsomepirate on April 07, 2017, 10:18:59 PM
It doesn't translate exactly due to ability mods bumping up every 2 ability score points instead of every 1. An ability check when your score is 18 is a DC 7 check in the WOTC game. But if your score is 3, that's a DC 14 check. But overall it's pretty similar.
Title: Difficulty Check or Ability Checks
Post by: Omega on April 07, 2017, 11:40:10 PM
Quote from: Voros;956002Thanks Justin my initial question was about the math as I'm math retarded so didn't know if there was any significant statistical difference, although I suspected it was minor.

When doing an ability check in D&D think of the stats as percentage chance of success. Equating 1 point each to 5%. So someone with a 5 STR has the equivalent of a 20% chance of success. The trick here is wether or not the PC gets any bonuses or negatives to the roll based on circumstance. A +2 to climb a rope turns the 20% into a 30%. If that were a negative then the 20 becomes a 10% chance on a d20 roll.

With DCs and the like it changes the paramiters. But the overall percentages can still be worked out. Say the DC is a 12. That is equivalent to 60% chance of failure. Heres where skill and/or stat bonuses become important as each + will diminish the chance of failure. In 5e a level 5 character or a 16 in a stat is a +3 bonus. So if a check allows that to be added in then the 60% becomes a 45% chance of failure, or 30% if both are able to be added.

So one is a chance to succeed, the other is a chance to fail. Of course some systems approach it from other directions.

Least this is my view on it after puzzling it out.
Title: Difficulty Check or Ability Checks
Post by: Psikerlord on April 08, 2017, 12:04:06 AM
Quote from: Voros;955880Since we have a couple of threads discussing mechanic preferences I'm wondering is there any appreciable difference between difficulty checks, which I believe were introduced in 3e D&D and carried over into 5e versus ability checks (roll under the ability score) in 2e and earlier versions of D&D.

Not sure when I discovered ability checks, I think they always existed as an alternate rule from the very early days of the game, but once I did I thought they were very elegant and they largely replaced saving throws at our table.

So what say you? Is there any mathematical difference between the methods or is it a tomato/tomatoe thing? Is the advantage of DCs simply that they eliminate the need for bonuses and penalties to the roll or that they are a unified mechanic with attack rolls, etc?

I greatly prefer ability checks (roll equal or under or some variant). Mainly because: (i) players know their rough target number (pre mods) before they even ask, and (ii) your stats actually matter, as opposed to your bonus (Int 8 is extremely different to Int 14, and so on).

Edit: In LFG, which uses this kind of system, having the right skill provides access to a level based Reroll pool. So skills also play a part.
Title: Difficulty Check or Ability Checks
Post by: Black Vulmea on April 08, 2017, 01:07:12 AM
Quote from: Shipyard Locked;955907The trouble with difficulty checks is they are usually paired up with a skill system where the PC keeps getting better at doing something... across 20 levels. If the GM is not careful, certain types of verisimilitudinous challenges become too trivial, and they might be tempted to gradually increase the DCs in an arms race with the PC's capabilities, ultimately making their world less realistic and the skill increases pointless.

DM: And you find yourself in front of an adamantine door with locks designed by modrons.
Rogue: Damn, another one? Where were all these adamantine doors with locks designed by modrons three levels ago?
DM:Err, this is the richest part of town.
Rogue: Weird, I feel you sort of implied that about the other part of town we were operating in three levels ago. There the richest people had steel doors with locks designed by gnomes.
DM: Anyway, the DC to pick or break through this is X.
Rogue: *looks at character sheet*. You know, doing a little math, my odds of getting through this door will my supposedly ever increasing skill are roughly the same as the steel doors with locks designed by gnomes three levels ago... and the same again as my odds of getting through the reinforced wood doors with locks designed by human master locksmiths three levels before that.
DM: ... You know what, a patrol of fire salamander sentinels summoned from another plane to guard this place attack you while you're contemplating the door. Roll for initiative. Watch out, these are tougher to face than the ogre sentinels hired from the deadly badlands you were facing in the other part of town three levels ago...
Spot-fucking-on.
Title: Difficulty Check or Ability Checks
Post by: AsenRG on April 08, 2017, 03:24:15 AM
Quote from: Shipyard Locked;955907I never experienced the ability check, but as I understand it, the PC's odds of overcoming an issue with a roll stayed mostly flat and predictable across the levels, which sounds nice for a GM trying to run a consistent world. For instance, anywhere the party goes, they are likely to face doors that are reliably going to present a certain level of challenge to lock-pick or demolish, with the occasional easy or extra hard one.
I'm a bit surprised how it's possible for you to have never experienced it, but you conclusion is mostly true, IME:).

QuoteThe trouble with difficulty checks is they are usually paired up with a skill system where the PC keeps getting better at doing something... across 20 levels. If the GM is not careful, certain types of verisimilitudinous challenges become too trivial, and they might be tempted to gradually increase the DCs in an arms race with the PC's capabilities, ultimately making their world less realistic and the skill increases pointless.

DM: And you find yourself in front of an adamantine door with locks designed by modrons.
Rogue: Damn, another one? Where were all these adamantine doors with locks designed by modrons three levels ago?
DM:Err, this is the richest part of town.
Rogue: Weird, I feel you sort of implied that about the other part of town we were operating in three levels ago. There the richest people had steel doors with locks designed by gnomes.
DM: Anyway, the DC to pick or break through this is X.
Rogue: *looks at character sheet*. You know, doing a little math, my odds of getting through this door will my supposedly ever increasing skill are roughly the same as the steel doors with locks designed by gnomes three levels ago... and the same again as my odds of getting through the reinforced wood doors with locks designed by human master locksmiths three levels before that.
DM: ... You know what, a patrol of fire salamander sentinels summoned from another plane to guard this place attack you while you're contemplating the door. Roll for initiative. Watch out, these are tougher to face than the ogre sentinels hired from the deadly badlands you were facing in the other part of town three levels ago...
And that's why I hate the advice to increase the difficulties depending on the characters' abilities:D!
If you're using a system that's going to make some challenges obsolete at some point, just admit it and if you don't want to do it, tell your players that they're doing stuff that's below them, and the reward is going to be below what they expect, too.
Title: Difficulty Check or Ability Checks
Post by: Omega on April 08, 2017, 04:09:21 AM
Yup. Not every damn door has to be a freaking MAJOR LIFE ALTERING CHALLENGE!!!!!
Title: Difficulty Check or Ability Checks
Post by: S'mon on April 08, 2017, 04:36:48 AM
Quote from: Omega;956050Yup. Not every damn door has to be a freaking MAJOR LIFE ALTERING CHALLENGE!!!!!

Yes - if your 20th level PCs are bumbling around dealing with thieves down at the docks, there's nothing wrong with letting them face trivial challenges - and gain trivial XP. I remember running my 4e D&D Loudwater campaign this happened a couple times. The general result was to discourage the very high level PCs from wasting time with trivial challenges. I did think that 4e with a static home base did eventually break down at Epic levels (21-30) but it worked ok for 20 levels, which is +10 on the attribute checks in that system, more like +15 with bonuses. The PCs went from fighting goblins 1-3 to fighting a frost giant invasion at the end 17-20.
Title: Difficulty Check or Ability Checks
Post by: nDervish on April 08, 2017, 05:57:10 AM
Quote from: Skarg;955959Well that's the general problem with the semi-conflicting goals of wanting:
* a consistent world
* PCs to have heroic abilities
* PCs to improve steadily with adventuring experience
* challenge and some chance of failure
* a campaign to last a long time with some PCs surviving and gaining a lot of experience

It's hard to satisfy all of those requirements, and having more than a couple of them at once require a fair amount of work.

I don't know about having more than a couple at once taking all that much work.  I completely ignore the fourth (maintaining a set level of "challenge") and have no difficulty maintaining all the others.  (Well, aside from the inherent difficulties in getting a campaign to last a long time.  *sigh*)
Title: Difficulty Check or Ability Checks
Post by: Shipyard Locked on April 08, 2017, 07:48:25 AM
Quote from: AsenRG;956046I'm a bit surprised how it's possible for you to have never experienced it...

Because I got my start with the Fighting Fantasy tabletop system while living in England. Except for two or three very brief and confusing brushes with 2nd edition (under GMs who in retrospect did things very much their way), I didn't get into D&D until 3rd. I've familiarized myself with older D&D material for fun, but I have almost no at-the-table experience with it.

(http://i.imgur.com/OwvYpcx.jpg?1)
Title: Difficulty Check or Ability Checks
Post by: AsenRG on April 08, 2017, 09:13:29 AM
Quote from: Shipyard Locked;956085Because I got my start with the Fighting Fantasy tabletop system while living in England. Except for two or three very brief and confusing brushes with 2nd edition (under GMs who in retrospect did things very much their way), I didn't get into D&D until 3rd. I've familiarized myself with older D&D material for fun, but I have almost no at-the-table experience with it.

(http://i.imgur.com/OwvYpcx.jpg?1)

OK, that explains it:). I wasn't even thinking about D&D, it's just that the attribute check is such an ubiquitous part of gaming, I was hard-pressed to think of many systems that didn't have it.
And since you never struck me as a GURPS guy, it was kinda unexpected;)!
Title: Difficulty Check or Ability Checks
Post by: Skarg on April 08, 2017, 12:22:28 PM
Quote from: nDervish;956081
Quote from: SkargWell that's the general problem with the semi-conflicting goals of wanting:
* a consistent world
* PCs to have heroic abilities
* PCs to improve steadily with adventuring experience
* challenge and some chance of failure
* a campaign to last a long time with some PCs surviving and gaining a lot of experience

It's hard to satisfy all of those requirements, and having more than a couple of them at once require a fair amount of work.
I don't know about having more than a couple at once taking all that much work.  I completely ignore the fourth (maintaining a set level of "challenge") and have no difficulty maintaining all the others.  (Well, aside from the inherent difficulties in getting a campaign to last a long time.  *sigh*)

The main issue I see with going for all those, is that when PCs survive a long time (5), and the steady experience accumulates (3)  to super-heroic levels (2), then there can be issues with the world making sense (1) and/or providing much risk or challenge (4).

So if your campaigns don't last long enough for the power levels to break things, then you don't see the eventual breakdown.

The main cause of stress is I think wanting characters to keep gaining and gaining power and ability, and expecting that not to cause the world and its challenges to get overpowered and/or have the GM scale difficulty in surreal ways that also mean the power is sort of illusory (i.e. you level up and so do the opponents you meet).

It seems to me that a certain amount of skill/ability/power improvement does make sense (gain experience, get stuff) as does some difficulty increase (make enemies, reputation, choose harder targets), but many games end up with pretty extreme power curves at least after a lot of play. Of course some players don't mind or enjoy becoming superheroes and riding an extreme power curve etc.
Title: Difficulty Check or Ability Checks
Post by: Skarg on April 08, 2017, 12:31:10 PM
Quote from: AsenRG;956091OK, that explains it:). I wasn't even thinking about D&D, it's just that the attribute check is such an ubiquitous part of gaming, I was hard-pressed to think of many systems that didn't have it.
And since you never struck me as a GURPS guy, it was kinda unexpected;)!

The Steve Jackson of Fighting Fantasy is a different, British, game designer from the American Steve Jackson of TFT & GURPS.

Fighting Fantasy is I think mostly solo programmed adventures with a rather simple rule set that involves a few attributes with low numbers that indicate the number of d6 you roll to see if you manage to do something or not.
Title: Difficulty Check or Ability Checks
Post by: Ratman_tf on April 08, 2017, 12:33:59 PM
Quote from: Voros;955880Since we have a couple of threads discussing mechanic preferences I'm wondering is there any appreciable difference between difficulty checks, which I believe were introduced in 3e D&D and carried over into 5e versus ability checks (roll under the ability score) in 2e and earlier versions of D&D.

Not sure when I discovered ability checks, I think they always existed as an alternate rule from the very early days of the game, but once I did I thought they were very elegant and they largely replaced saving throws at our table.

So what say you? Is there any mathematical difference between the methods or is it a tomato/tomatoe thing? Is the advantage of DCs simply that they eliminate the need for bonuses and penalties to the roll or that they are a unified mechanic with attack rolls, etc?

Unified mechanic. Last time I ran 2nd edition- one of the house rules was changing the proficiency system into a DC system. I also changed all the thief skills into the prof system, which works wonders to make the rogue abilities worth a spit at low levels.

All the commentary about the DC treaddmill are valid, and something to keep an eye on. I don't think it's too bad with a more bounded system like 2nd, but 4th edition's treadmill was awful.
Title: Difficulty Check or Ability Checks
Post by: AsenRG on April 08, 2017, 02:43:19 PM
Quote from: Skarg;956122The Steve Jackson of Fighting Fantasy is a different, British, game designer from the American Steve Jackson of TFT & GURPS.

Fighting Fantasy is I think mostly solo programmed adventures with a rather simple rule set that involves a few attributes with low numbers that indicate the number of d6 you roll to see if you manage to do something or not.

I know, but my first reaction after seeing that someone isn't used to attribute rolls, before he had mentioned Fighting Fantasy, was "that's most likely a d20 or GURPS guy". Based on what he has mentioned in other threads about his age, d20 in the sense of 3.0 and later, was right out of the realm of possible starting games:).

And his other replies made me surprised that he might be a GURPS guy;).
Title: Difficulty Check or Ability Checks
Post by: Omega on April 08, 2017, 04:40:06 PM
Quote from: Skarg;956122The Steve Jackson of Fighting Fantasy is a different, British, game designer from the American Steve Jackson of TFT & GURPS.

Fighting Fantasy is I think mostly solo programmed adventures with a rather simple rule set that involves a few attributes with low numbers that indicate the number of d6 you roll to see if you manage to do something or not.

The FF RPG is a bit different from the gamebooks, but uses the same system. I had them way back but lost them along with a chunk of my gamebooks.

You had one all encompasing Skill stat. This covered alot of things like combat, problem solving, physical feats, and so on. The higher the better.
As with D&D it was up to the DM to decide if the check was normal, or if to apply a bonus or penalty based on circumstances. But the use of the stat could vary. You might roll 2d6 and add your skill vs an opposed roll, or you might have to roll 2d6 and get under your skill. etc. Or occasionally a check was determined with a simple d6 roll instead of a stat check.
Title: Difficulty Check or Ability Checks
Post by: JeremyR on April 08, 2017, 09:16:33 PM
I used to dislike the ability score = skill system in 1e OA and B/X and BECMI D&D. I liked systems where ability and skill are basically equal.

But then I realized that mathmatically, it kinda is that if you just use ability score. It's essentially 50% +/- 5% for every ability point above or below 10.
Title: Difficulty Check or Ability Checks
Post by: Shipyard Locked on April 08, 2017, 10:15:21 PM
Quote from: AsenRG;956091I wasn't even thinking about D&D, it's just that the attribute check is such an ubiquitous part of gaming, I was hard-pressed to think of many systems that didn't have it.

Oh no, I specifically meant in D&D, which is what I think of when I hear 'ability check' as opposed to 'roll under' or the like. As Omega said, Fighting Fantasy definitely had a roll under mechanic, among others. However, crucially for this discussion the game was not a class-and-level system, so it did not face the sort of task tailoring and escalation issues D&D can. In fact, the first version of their tabletop game (the one I provided a picture of) had no character advancement at all.

Now that you mention it though, my primary formative experiences between Fighting Fantasy and 3e were "Difficulty Check" games, most notably World of Darkness, Legend of the Five Rings, and a whole lot of home-brews.
Title: Difficulty Check or Ability Checks
Post by: Opaopajr on April 09, 2017, 04:15:55 PM
I prefer ability checks.

Namely because it gives me leeway to not front-load quantify the universe into DC spectra, thus allowing for more situational adjudication without precedent-quoting sturm und drang. Then I can reserve class things that make sense, like Wizards or Fighters not needing to roll v. a DC to determine if they are familiar with some aspect that is integral to their class (e.g. arcane rumors or defense security). I can give situational modifiers contextually and not be beleaguered by rules lawyering or loose explicit system direction (and the machinations thereof).

It's just a cleaner solution for my needs, and i am glad to see 5e really return to it.
Title: Difficulty Check or Ability Checks
Post by: AsenRG on April 09, 2017, 06:37:44 PM
Quote from: Shipyard Locked;956191Oh no, I specifically meant in D&D, which is what I think of when I hear 'ability check' as opposed to 'roll under' or the like. As Omega said, Fighting Fantasy definitely had a roll under mechanic, among others. However, crucially for this discussion the game was not a class-and-level system, so it did not face the sort of task tailoring and escalation issues D&D can. In fact, the first version of their tabletop game (the one I provided a picture of) had no character advancement at all.

Now that you mention it though, my primary formative experiences between Fighting Fantasy and 3e were "Difficulty Check" games, most notably World of Darkness, Legend of the Five Rings, and a whole lot of home-brews.
Well, then I wasn't far off the mark, at least:).
T&T has an interesting variation of attribute rolls which combines them with target numbers. Of course, attributes in T&T also vary a whole lot with levels;).
Title: Difficulty Check or Ability Checks
Post by: Shawn Driscoll on April 09, 2017, 11:28:18 PM
Quote from: Voros;955880Since we have a couple of threads discussing mechanic preferences I'm wondering is there any appreciable difference between difficulty checks, which I believe were introduced in 3e D&D and carried over into 5e versus ability checks (roll under the ability score) in 2e and earlier versions of D&D.

Not sure when I discovered ability checks, I think they always existed as an alternate rule from the very early days of the game, but once I did I thought they were very elegant and they largely replaced saving throws at our table.

So what say you? Is there any mathematical difference between the methods or is it a tomato/tomatoe thing? Is the advantage of DCs simply that they eliminate the need for bonuses and penalties to the roll or that they are a unified mechanic with attack rolls, etc?

D&D begins to make less and less sense as it tries harder to be a real RPG with each edition released. Just stick with AD&D 1e.
Title: Difficulty Check or Ability Checks
Post by: Gronan of Simmerya on April 09, 2017, 11:31:45 PM
Never used ability checks in OD&D.

I check by level, not an ability score.  A 4th level fighter is a "Hero" for a reason.
Title: Difficulty Check or Ability Checks
Post by: Spinachcat on April 10, 2017, 12:23:34 AM
Gronan, you have some 'splaining to do!!

Give us examples.

How do ability scores manifest in your game? AKA, two PCs of equal level, but vastly different Strength try to break a locked door. Or pick the lock with different Dexterity scores?
Title: Difficulty Check or Ability Checks
Post by: Gronan of Simmerya on April 10, 2017, 02:06:46 AM
I resolve everything on a 2d6, in a system very much like "Dungeon World's" "Defy Danger."  a 2-5 is a total failure, 6-8 is a complication or partial success, and 9+ is a solid success.  The exact numbers and difficulty are subjective... I actually do ask myself, "How easy is this for a Hero?" and work from there.

CON of 15 or better gives you a +1 on each hit die, and a CON of 6 or less gives -1.

I just apply that to all stats.  So, a 15 or better DEX gives a +1 and a 6 or less gives a -1.  Et cetera.  Stats are supposed to be suggestive, not restrictive.

And note that description is far more important than die roll in any case.  If you tell me how you are checking over the chest for possible traps, a good or logical description will give a much larger plus than any attribute.
Title: Difficulty Check or Ability Checks
Post by: Voros on April 11, 2017, 03:28:32 AM
Quote from: Shawn Driscoll;956355Just stick with AD&D 1e.

I played a fair bit of 1e but much preferred the cleaned up 2e when it was released. If I was going to 'stick' with an edition it would be BECMI.
Title: Difficulty Check or Ability Checks
Post by: RPGPundit on April 17, 2017, 05:57:37 AM
I strongly prefer DCs. Mainly because for anything other than a percentile roll, I prefer a situation where a higher roll is a better roll.
Title: Difficulty Check or Ability Checks
Post by: Dumarest on April 19, 2017, 08:21:45 PM
Quote from: Shawn Driscoll;956355D&D begins to make less and less sense as it tries harder to be a real RPG with each edition released. Just stick with AD&D 1e.

Wasn't D&D the first RPG? How is it not "a real RPG"? What would a real RPG be? Or are you just fishing for an argument with D&D players and GMs?

(I prefer not to play D&D myself, but not because it's not a real RPG.)
Title: Difficulty Check or Ability Checks
Post by: christopherkubasik on April 19, 2017, 08:26:23 PM
Quote from: Dumarest;958246Wasn't D&D the first RPG? How is it not "a real RPG"? What would a real RPG be? Or are you just fishing for an argument with D&D players and GMs?

(I prefer not to play D&D myself, but not because it's not a real RPG.)

You are new here. Don't engage Shawn. It won't be worth your trouble.
Title: Difficulty Check or Ability Checks
Post by: Dumarest on April 19, 2017, 09:01:40 PM
Quote from: ChristopherKubasik;958247You are new here. Don't engage Shawn. It won't be worth your trouble.

I surmise what you are saying. I thought that might be what that comment was all about.

A nod's as good as a wink to a blind bat.