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

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

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Raleel

Quote from: Vile;959815I 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.

In d&d advantage is equivalent to +5 if you have 50/50 shot. If you have an 80% chance, it's more like a +2. Same if you have a 20% chance. Think of it, in a d100 sense, as adding half the distance between your skill and the nearer of 01 or 100. So if you have a 20%, add 10%. If you have an 80%, add 10%. If you have a 50%, add 25%

Simlasa

#61
Quote from: Raleel;959817Think of it, in a d100 sense, as adding half the distance between your skill and the nearer of 01 or 100. So if you have a 20%, add 10%. If you have an 80%, add 10%. If you have a 50%, add 25%
Meh. I think I'll just stick with adding bonuses and penalties... or declaring actions as Difficult (1/2 skill) or Easy (2x skill).
There usually aren't all that many influencial elements coming into play that it bogs things down with calculations.
I can see the benefit in D&D though.

AmazingOnionMan

Quote from: Vile;959815I 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.

I like the core of the BGB: no modifiers, halve your skill, double your skill or automatic failure/success. In the world of bounded accuracies and whatnot it probably doesn't fly, but it still gets the job done spiffingly.

nDervish

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.

Agreed, which is why I prefer Flip to Succeed/Flip to Fail to emulate Advantage/Disadvantage on percentile rolls instead of rolling an extra tens die.  Same basic effect, but with no extra dice required.  It even takes a step out of the rolling process when it comes into play, since you don't need to pre-declare which die is tens and which is ones.  (Although that does leave some room for people to cheat by "getting confused" on rolls that they aren't supposed to flip.)