SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Sing of the Boons & Banes of BRP / D100 RPGs!!

Started by Spinachcat, April 16, 2017, 03:41:46 AM

Previous topic - Next topic

AaronBrown99

Quote from: nDervish;958351Zweihänder basically does percentile "Advantage/Disadvantage", in the guise of "Flip to Succeed" and "Flip to Fail".  It's pretty much what it says on the tin - after rolling the dice, switch the tens and the ones if that will change a failure to success or vice-versa, depending on which you've got.

Zweihander also has a rule where a character can assist another at certain skill rolls, adding 'their' tens die to the original character's roll, and choosing the best result.
"Who cares if the classes are balanced? A Cosmo-Knight and a Vagabond walk into a Juicer Bar... Forget it Jake, it\'s Rifts."  - CRKrueger

Hermes Serpent

Quote from: Dumarest;958379Do they not establish one color for 10s and another for 1s, or use those dice that have 00-90 on one and 0-9 on the other?

Some players seem to switch which d10 is the tens and which the units on a regular basis throughout a game. I use a D10 and D00 to make it clear but some folks who have never bought a d100 pair and use D10's left over from WW WOD games don't seem to been too concerned about appearing to be less than honest.

Dumarest

Quote from: Hermes Serpent;958484Some players seem to switch which d10 is the tens and which the units on a regular basis throughout a game. I use a D10 and D00 to make it clear but some folks who have never bought a d100 pair and use D10's left over from WW WOD games don't seem to been too concerned about appearing to be less than honest.

I always establish out the outset "red is tens and yellow is ones" and that's that. No switching.

I never understood the point of cheating in roleplaying games. You gain nothing and lose the respect of everyone at the table if they notice. Plus sometimes the best games result from some lousy rolls of the dice.

Hermes Serpent

For some players 'winning' is the aim of the game, not necessarily having a good time pretending to be an Elf. The same folks will often read a scenario ahead of time to allow them to 'win' as quickly as possible. I blame the insidious rise of CRPGs which have a very different premise because they are one player games.

languagegeek

Quote from: Dumarest;959647I never understood the point of cheating in roleplaying games.

Yeah, I don't think cheatability is a fault of d100/BRP, it's a fault of humans that should be kicked out from one's table.

I've run some d100 games (MRQII, CoC) and the feedback from the players is interesting. They didn't like RQ because, in combat, the defender gets a parry/dodge roll - they've been playing D&D mostly and prefer a success on the to-hit roll to be a success, to have a success negated was a drag. However, in Call of Cthulhu, this has never been an issue; I'm guessing it's because the investigative horror genre is separate enough from adventuring-fantasy that D&D's expectations don't overlap with d100.

I'd say that some players new to RQ have trouble because their expectations are a D&D experience, and RQ is certainly different. The same players don't have trouble with CoC because there are no such expectations that CoC should feel like D&D.

crkrueger

For d%, you either have different colors (and I have a lot of options you can choose from), a tens and ones set, or you always read them Left to Right, or if that cannot be determined, Top to Bottom (in relation to the table edge closest to the rolling player).

Never had a controversy.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Aglondir

Quote from: Hermes Serpent;958369TBH what CoC 7e does for Advantage/Disadvantage (rolling an extra 10's die) works well enough for me in any d100/BRP game and avoids the issue with some players switching their 10's and units dice 'by mistake'.
How does advantage work? (I'm guessing you roll 2 ten's dice and take the best?) Is there a corresponding disadvantage mechanic?

Madprofessor

Quote from: Aglondir;959777How does advantage work? (I'm guessing you roll 2 ten's dice and take the best?) Is there a corresponding disadvantage mechanic?

I don't know why you would need advantage and disadvantage dice.  I've always used simple modifiers +10/-10, +20/-20, +30/-30, etc.  Works without a hitch.  Not there is anything wrong with an advantage/disadvantage die if that's what you want, I just don't see the point in replacing perfectly simple and functional mechanics.

Hermes Serpent

Advantage is indeed two 10's dice and take the best. Disadvantage, surprisingly, is roll two 10's dice and take the worst. So easy someone should have thought of it earlier. For math challenged players it's easier than calculating  plus 10% or plus 20% let alone minus 25%. Nowadays we seem to have more and more folks who aren't very capable with mental arithmetic and have trouble adding, subtracting and multiply (or dividing) numbers. Could be the rise of diagnoses that give folks with issues a label to hang their problems on, could be lack of learning multiplication tables by rote until they are ingrained into the child's brain.

nDervish

Quote from: Madprofessor;959778I don't know why you would need advantage and disadvantage dice.  I've always used simple modifiers +10/-10, +20/-20, +30/-30, etc.  Works without a hitch.  Not there is anything wrong with an advantage/disadvantage die if that's what you want, I just don't see the point in replacing perfectly simple and functional mechanics.

Innumerate players aside, some people just like non-linear modifiers.  Which is also one of the reasons that some (presumably mostly the same) people prefer curved over linear dice systems.

Simlasa

c
Quote from: Madprofessor;959778I don't know why you would need advantage and disadvantage dice.  I've always used simple modifiers +10/-10, +20/-20, +30/-30, etc.  Works without a hitch.  Not there is anything wrong with an advantage/disadvantage die if that's what you want, I just don't see the point in replacing perfectly simple and functional mechanics.
To me, it's use in 7e just came off as an a further attempt to add gimmicks or boardgamish widgets (as with 7e's chase mini-game). Someone thought it would be more 'fun'.

Raleel

Quote from: Madprofessor;959778I don't know why you would need advantage and disadvantage dice.  I've always used simple modifiers +10/-10, +20/-20, +30/-30, etc.  Works without a hitch.  Not there is anything wrong with an advantage/disadvantage die if that's what you want, I just don't see the point in replacing perfectly simple and functional mechanics.

In d&d5e, advantage/disadvantage is roll 2d20 and take the best or worst. The point of it is that it allows for an alteration of the probability curve without explicitly adding anything. It's less about math ability and more about distorting probability. In the case of d&d5e, it was specifically put in to avoid adding 5 or six different bonuses to the die. They call it "bounded accuracy"

If you plot a curve of that, you'll see that a straight additive factor merely shifts the single die roll up, while rolling multiples makes a bell curve. The bell curve, in turn, helps or hinders those will a middle success chance the most, and those with an extreme success chance (low or high skill) the least. This tends to incentivize the activities which grant advantage or disadvantage by those who need the help and not so much by those who don't.

In my case, I like it because the straight bonus on d100 can shoot you over 100, and (in Mythras at least) this will cause additional maths where you end up subtracting the amount over 100 from both you and the opponent's skill. An advantage mechanic where you just roll again and take the best result (with blackjack resultion not just the highest number) can avoid that situation quite nicely and a solid bonus.

AmazingOnionMan

The difference between D&D5 and CoC7 here is that rolling 2d20 in D&D is far more elegant than 3d10 in CoC.

Raleel

Quote from: baragei;959808The difference between D&D5 and CoC7 here is that rolling 2d20 in D&D is far more elegant than 3d10 in CoC.

I have to agree there.  Frankly, it's one of the best moves in d&d5e in its history. Very smart.

What I don't like about rolling an extra 10s is that it prevents you from getting a 45 and get success when you rolled a 46 and failed. I'll just recollection both dice and compare success levels.

Vile Traveller

I like advantage/ disadvantage, but getting rid of complex modifiers and just having a +/-30%* would do the trick, too. If you feel it should be easier, don't bother rolling, make it routine. If you feel it should be harder, don't bother rolling, make it impossible. The main issue I take with modifiers is that they are usually too fiddly, and there are usually too many.

* Or something. I haven't done the maths, but I was under the impression that advantage in D&D 5E is equivalent to +5.