tag:blogger.com,1999:blog-5380657762788578445.post2577700023529677085..comments2024-03-27T03:07:51.895+00:00Comments on Alone in the Labyrinth: ABILITY SCORES & SKILL CHECKS Joeyhttp://www.blogger.com/profile/11685436746460917538noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-5380657762788578445.post-2975489228126539612020-08-06T09:21:16.547+00:002020-08-06T09:21:16.547+00:00Thanks. Probably should have also explained where ...Thanks. Probably should have also explained where these goals came from:<br /><br />1. Roll high is just about consistency (actually I do sort of allude to that).<br />2. The whole stat is relevant as attributes can be depleted and have to be treated like a resource to be managed (similar to HP) Sofinho - Alone in the Labyrinthhttps://www.blogger.com/profile/13483910003385026924noreply@blogger.comtag:blogger.com,1999:blog-5380657762788578445.post-38356477169361348562020-08-06T02:29:44.526+00:002020-08-06T02:29:44.526+00:00I love the idea that you have here—thinking hard a...I love the idea that you have here—thinking hard about some concrete goals (high is good, use the whole ability) and then designing mechanics around that. Very smart. Lindenhttps://www.blogger.com/profile/15872374689408917104noreply@blogger.comtag:blogger.com,1999:blog-5380657762788578445.post-32175861575495377232020-08-05T17:05:46.098+00:002020-08-05T17:05:46.098+00:00>but doesn't this system significantly chan...>but doesn't this system significantly change the probability distributions of rolls compared to regular roll under or d20 + mod mechanics?<br /><br />Yep.<br /><br />>Likewise, the maximum difficulty a task can be over a stat before a task becomes impossible in your system is 6, whereas in a roll under or d20+mod system it's 20.<br /><br />This is the most important part of it, the idea being that this will perhaps drive players to come up with more inventive solutions to obstacles by placing more definite, hard limits in their way.<br /><br />In theory, anyway.Sofinho - Alone in the Labyrinthhttps://www.blogger.com/profile/13483910003385026924noreply@blogger.comtag:blogger.com,1999:blog-5380657762788578445.post-90246935268154294602020-08-05T17:03:16.842+00:002020-08-05T17:03:16.842+00:00Ok my brain broke after all and I somehow did not ...Ok my brain broke after all and I somehow did not integrate any of the stuff about changing the size of the die based on skills 0.o. That still makes the probabilities less intuitive, but I actually think systems like this, where skills affect not just the probability of success in a static sense, but actually change the distribution of the probability of success, is very cool. I've played around with this a bit as well in various ways, none of which I can remember off hand.maxcan7https://www.blogger.com/profile/12504030224075149157noreply@blogger.comtag:blogger.com,1999:blog-5380657762788578445.post-42239618268542145432020-08-05T16:58:00.575+00:002020-08-05T16:58:00.575+00:00I have not been getting enough sleep lately so per...I have not been getting enough sleep lately so perhaps my brain is breaking and what I'm about to say is obviously incorrect and brings shame upon me for even asking, but doesn't this system significantly change the probability distributions of rolls compared to regular roll under or d20 + mod mechanics? Nothing wrong with that, but if true, seems worth noting. Also, careful moderation of the difficulty means the overall probabilities would remain more or less the same, but still, the distribution.<br /><br />So for instance, if I have a 16 STR and roll under, there is a 16/20 = 4/5 chance I succeed. If we add an extra circumstantial modifier so it's more difficult by 1, then there is a 15/20 = 3/4 chance to succeed. <br /><br />But for your system, let's say difficulty is 18, that's 16+1d6, where I have to roll 2 or greater, so 5/6 chance to succeed, but then let's try difficulty 19, so 3 or greater, or 4/6 = 2/3 chance to succeed. In other words, the affect of modifiers in your system is much greater and there is less fine grain control. Likewise, the maximum difficulty a task can be over a stat before a task becomes impossible in your system is 6, whereas in a roll under or d20+mod system it's 20. <br /><br />There's nothing wrong with this, but I believe it's important to acknowledge. Assuming I'm not missing anything obvious here.maxcan7https://www.blogger.com/profile/12504030224075149157noreply@blogger.com