RPG Percentile Mechanics
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@Bobotron said in RPG Percentile Mechanics:
This is what I'm fiddling with, using a number comparison to get the percentage. For example, attacker has a total of 10. Defender has a defense total of 10. Net 0, so you end up with 50%. Same scenario, but defender has a defense of 6. You have a total of 4, and the attacker then has a net bonus. So saying 5% increase per difference, you have 70%. Conversely, Attacker 10 and Defender 14, removes that down to 30%. 5% per differential is probably too high in most situations, and then you have to account for anything and everything you have that gives a bonus.
I've brewed up a simpler system based on Blood Bowl's mechanics:
In combat, compare applicable stats. If the attacker's total is greater, he can roll 2 dice and pick the one that applies; if the attacker's total is double or greater, he can roll 3 dice and pick the one that applies. If the attacker's total is less, he rolls 2 dice and the defender picks the one that applies; if the attacker's total is half or less, he rolls 3 dice and the defender picks the one that applies. If the totals are even, one die is roll, and the result applies. Each die is a d6, and you must roll a 4 or greater.
I wanted a system that: (1) was easy to figure out; (2) always had a chance for failure; and (3) always had a chance for success.
I've wanted to implement it because ... it's easy to figure out. The overpowering party is likely to win, but there's a small chance of victory for the little person, always.
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@Ganymede I'd probably adjust the progression a little on this myself, but I like this system. It makes it a bit more beneficial to be a small bit better than someone and not as much benefit to be tremendously better, but as a quick and simple system, it's pretty great.
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@Glitch said in RPG Percentile Mechanics:
I'd probably adjust the progression a little on this myself, but I like this system. It makes it a bit more beneficial to be a small bit better than someone and not as much benefit to be tremendously better, but as a quick and simple system, it's pretty great.
Thanks, but it's not really my system, completely. Nothing sucks more than when your Star Blocker muffs something, but that element of randomness places less emphasis on maximizing certain stats. You have a distinct advantage of having a huge score in something, but the fact that you can still fuck up makes the game interesting, in my opinion.
That said, there are Merits/Boons/Advantages that give you a +1 to your rolled score under certain circumstances, so the progression is adjusted that way. But if you roll 3 1s, you're sort of fucked, and that's the way it's supposed to be.