AsenRG
#FuckWotC #PlayNonDnDGames
- Joined
- Apr 28, 2018
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Is that a quote from the book?Ok now the whole point of an RPG is to enable sociopathic players to wander a fantasy world and kill wantonly. To do that we need combat stats. Let's go figure those out.
Point taken...or is it a "zero, point X" taken?And me as well, but we are only 2 data points on a self selected group who enjoy game design.
No, they actually resort to asking me to calculate it for them and say it's faster...Ask people you know, see how long it takes. They likely will resort to there phone.
But agreed.
Well, yes. Even I ask that!I used to think that this stuff was easy for most (I believe FGU thought the same) until such games got to the table. Even when a player could do such math readily, they oft asked why? Why the fiddly math to a percentage point (or here even fractions)?
I mean, 2d6 systems can't even calculate different percent numbers...and they still work just fine.
Now, I can see the point of being exact to the percentile point, for those rare cases where you roll 63 and whether you've got 63 or 62 matters...but unless we're playing a d1000 system, what's the damn point in calculating fractions of a percent? Approximation is a legal operation even in maths, I've been told!
My experience is the opposite. In such cases, everything goes as fast as I can process it, which is, luckily, quite fast.Then even it was all said and done the error rate was non-zero, requiring checking (ugg). One could say live with the errors no big deal, but if that’s the case why track things to a percentile?
So overall my experience is in theory and when the motivated GM uses such systems it seems fine, until you got 4 players at the table trying it, then it’s far slower than you imagined.
Or at least it's much faster than waiting most of my players to calculate their own combat pools in a dicepool system where such numbers change round to round, when I've got enough time to brew tea while running a combat!