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CYMRO'S System Proposal

Started by CYMRO, September 09, 2006, 07:28:06 PM

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CYMRO

Quote from: beejazzSo... lemme get this straight.
d%. +modifier. roll to hit difficulty.


Proficiency + mod equals target number.
Bob has an Accuracy of 10(+3 mod).  He has the axe group prof, as well as Axe group focus.
His chance to hit an opponent is 48%.

QuoteThe chart is LOOOOOOOOOOOOONG. You'd be better off just saying that your modifier is your ability minus seven.

Get over it.  It is a table.  A simple visual aid.

QuoteAnd your weapons run on proficient/non. Not remotely like BAB.

I said IN PLACE OF BAB, not like BAB.  


QuoteThere is either "good" or "bad" with a sword. You are either "trained" or "untrained"... there is never a "better trained."

Bullshit. So you are saying that so long as you have training, you are the equal of a Heidelberg graduate? Or an Olympic fencer?  
Now, I chose a simple set of progressive feats to show different levels of training.
There is non-proficient. 10% chance to hit, plus Accuracy mod.
THere is proficient. 35% chance to hit, plus Accuracy mod.
There is Focus. 45% chance to hit, plus Accuracy mod.
THere is Specialization.  55% chance to hit, plus Accuracy mod.
There is Finesse. 65% chance to hit, plus Accuracy mod.
There is Mastery. 75% chance to hit, plus Accuracy mod.
And no matter what the Accuracy, or other mods(like magic), a cap of 99% chance to hit.

beejazz

Quote from: beejazzSo... lemme get this straight.
d%. +modifier. roll to hit difficulty.

Huh? I get that it's still roll under, but this is fucking jumbled.

Quote
QuoteThe chart is LOOOOOOOOOOOOONG. You'd be better off just saying that your modifier is your ability minus seven.

Get over it.  It is a table.  A simple visual aid.
QuoteAnd your weapons run on proficient/non. Not remotely like BAB.

I said IN PLACE OF BAB, not like BAB.  [/quote]
QuoteThere is either "good" or "bad" with a sword. You are either "trained" or "untrained"... there is never a "better trained."

Bullshit. So you are saying that so long as you have training, you are the equal of a Heidelberg graduate? Or an Olympic fencer?  
Now, I chose a simple set of progressive feats to show different levels of training.
There is non-proficient. 10% chance to hit, plus Accuracy mod.
THere is proficient. 35% chance to hit, plus Accuracy mod.
There is Focus. 45% chance to hit, plus Accuracy mod.
THere is Specialization.  55% chance to hit, plus Accuracy mod.
There is Finesse. 65% chance to hit, plus Accuracy mod.
There is Mastery. 75% chance to hit, plus Accuracy mod.
And no matter what the Accuracy, or other mods(like magic), a cap of 99% chance to hit.

[/quote]

Um... still confusing as all hell? And... chance to hit doesn't take into account opponent's defense? At all?
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

I think a simpler way to do d% would be to have abilities between -10 and 10 and skill ranks between 0 and 20. Every task has a %chance to succeed, modified by ability and skill. Roll under.

Then just buy your skill in weapon groups like any other skill.

Just strikes me as being easier than having "levels" of proficiency in a weapon.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

CYMRO

Quote from: beejazzI think a simpler way to do d% would be to have abilities between -10 and 10 and skill ranks between 0 and 20. Every task has a %chance to succeed, modified by ability and skill. Roll under.


Why the limited range of skills?

beejazz

Quote from: CYMRO
Quote from: beejazzI think a simpler way to do d% would be to have abilities between -10 and 10 and skill ranks between 0 and 20. Every task has a %chance to succeed, modified by ability and skill. Roll under.


Why the limited range of skills?
Adding more than %30 chance to succeed? I dunno... just gives me the heebie-jeebies. Like levels 21 and up in DnD. Of course, in a supers game, you might buy "super skill" and nix the threshold.

Like Batman. His power, as far as anyone can tell, is "badass."

Oh, and base chance to hit someone might be 50% minus their reflex score. So someone with a score of 10 would be hit base %40 while someone with a score of -10 would be hit base 60%.

In the end, the most often you're ever gonna get hit is 90% of the time, while the least often you're ever gonna get hit is 30% of the time.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

beejazz

Anyways, I can help you write something like this. It isn't too terribly hard. I just happen to prefer dicepools.

And still want to write a system for them.

And know how to work the most recent iteration of it into 5d10 pools.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

CYMRO

QuoteUm... still confusing as all hell? And... chance to hit doesn't take into account opponent's defense? At all?

I have playtested armor as pure DR, with and without reflex adversely affecting a to hit roll through martial proficiency, a Dodge sort of feat.

QuoteAdding more than %30 chance to succeed? I dunno... just gives me the heebie-jeebies. Like levels 21 and up in DnD. Of course, in a supers game, you might buy "super skill" and nix the threshold.

I have been playtesting unlimited ranks in skills, but no attribute mods associated with them.  No problems have arisen as yet.

beejazz

The above just seems simpler to me. No ability/mod duality. No "levels of proficiency." Just buy your stats then buy your skills. With base % for every task (including hitting someone in combat) so you can't just succeed at *anything* you roll under your stat for (jumping to the moon and such so long as you roll under your stat.)

Anyways, just try something like it out, eh? Abilities between -10 and 10. Skills between 1 and 20 (I guess higher if you want to get all epic.) Base difficulties based on the task. Base difficulties to hit based on 50% minus reflex. Base hit points equal to 30 plus toughness. Just about all you need, besides unique abilities and point-value assignments.

EDIT: BTW, on the Tools For Building (Links) thread, there's a link to a wiki with a couple of nice open-source percentile systems that I think you might find useful.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

CYMRO

QuoteEDIT: BTW, on the Tools For Building (Links) thread, there's a link to a wiki with a couple of nice open-source percentile systems that I think you might find useful.

Yes, I saw.  THere was some good info there.
But I thought the 0-99 thing, instead of 1-100, a little weird.

Thanuir

Why d100? This is an honest question. Usually people use increments of 5 or 10, which makes the d100 into functional equivalent of d20 or d10, respectively.

Proficient characters have 35% chance of hitting. That is small. Am I correct in assuming that PCs will often have scores in excee of proficiency?

The table is useless when you could just have the ability scores be 7 units smaller. Why have a table with linear, one-to-one conversion?
Experience is the reason, I guess. There are no others I can think of.


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CYMRO

Quote from: ThanuirWhy d100? This is an honest question. Usually people use increments of 5 or 10, which makes the d100 into functional equivalent of d20 or d10, respectively.

Proficient characters have 35% chance of hitting. That is small. Am I correct in assuming that PCs will often have scores in excee of proficiency?

The table is useless when you could just have the ability scores be 7 units smaller. Why have a table with linear, one-to-one conversion?
Experience is the reason, I guess. There are no others I can think of.


d100 allows for tighter incremental increases when I need them.
The table is simply showing the ability mods.  Ability scores have other uses, i.e. wp, encumbrance factors, etc., that are applied differently than straight mods.

Thanuir

How about ability modifier = current ability score, and reduce all the base numbers which get an ability modifier by 5. That way, numbers stay pretty much as is and you don't need the table.

Do you think people, when playing the game, will notice differences below 5%? 1/20 rarely affects anything. Changes lesser than that tend to be cosmetic (which can be valuable, but usually is not).

What about teh base change of success? 35% is low. People don't like failing.

snakefing

The only reason to go less than 5% is for cumulative effect, IMO. That is, if you gain 3% per skill rank, that's a lot different from 5% per skill rank when carried through over 10 or 20 ranks, even though no one is likely to notice the 2% difference at a single rank.

I've been toying with the idea of using two d6's like percentile dice (i.e., high die/low die, ranging from 11 to 66). It's just that the math is a little funky. Adding 1 to 15 gives you 16, but adding another 1 gets you to 21. Kind of like a bizarre base 6 notation. It's too confusing.
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Epic Meepo

Quote from: snakefingI've been toying with the idea of using two d6's like percentile dice (i.e., high die/low die, ranging from 11 to 66). It's just that the math is a little funky. Adding 1 to 15 gives you 16, but adding another 1 gets you to 21. Kind of like a bizarre base 6 notation. It's too confusing.
Why not roll two d6's as percentile dice, but keep the result as a base-10 number? Adding 1 to 15 makes 16. Adding 1 to 16 makes 17, which cannot be achieved with an unmodified roll. The math for that is fairly easy, and DC's that end in 7, 8, or 9 make the benefits of even small bonuses fairly real and obvious.
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Thanuir

Snakefing; Good point. There is certain benefit to doing that. Not large one, IMO, but a benefit regardless.

Option for strange curves: Multiplication. d6xd6, for example. The math is not hard.