@faraday said in FS3:
And in large part I agree with it. It’s not fun to miss all the time. It’s not fun when you build a character around a concept of being good at X, and then the one time you have to use X in a scene, you fail (even if you would’ve succeeded at that roll 95% of the time overall). It's boring when combat rounds are just everyone whiffing at each other (in fact, I've been known to immediately trigger another turn when that happens).
I just don’t know how to fix that with dice.
The problem with FS3 is that the number of times you do actually have to roll is so small that any failure is magnified tremendously. If you only roll three times in a combat, even a single failure is going to make a "can't miss, hotshot badass" look "ho-hum". If the character is, by reading the sheet, supposed to be "ho-hum" that's not a problem. But when the character sheet reads "this guy is a veritable god of combat" failing even one out of three is pretty bad.
But that's not how perversity works. Perversity will have you failing two times out of three . Or even all three times.
The problem is that you're insisting on a (weighted) stochastic resolution system without realizing that those weights will only be visible after a whole lot of samples. That's how stochastic systems work: emergent properties emerge after a whole lot of samples. For any small group of samples the emergent properties are invisible or, worse, as seems to be the case with FS3, grossly distorted in perception.
Part of this is that we tend to remember things that surprise us more than we remember things that go as expected. If I'm playing Joe Badass Hotshot and I make a shot, that's a "well, duh!" result that's not worthy of notice. If, however, I'm playing Joe Badass hotshot and I fail a shot ... that's unexpected and will be noticed and remembered. And if I go through a whole combat without ever making a shot -- something that can happen with far greater frequency when the number of rolls is small than when large -- that's going to leave the impression that the character sheet is writing cheques the system can't cover.
So there's two solutions to this:
- Mitigate the stochastic nature of the system. This can be done by a variety of mechanisms. CORPS uses an auto-success if the (modified) difficulty is below a certain threshold against your skill. Other systems provide luck points (under a bewildering variety of names) that permit you to do controlled editing of the stochastic weirdness. (Some of those even allow you to use the luck points as a two-edged sword -- swapping an unimportant failure for success where it is important, for example.) Some provide a system of "level shifts" that monkey around with probabilities and skills in such a way as to let badasses be badasses where they're supposed to be (wading through mooks, say) while making real challenges, well, really challenging.
- Make the system use its stochastic samples enough that emergent properties actually emerge in a single conflict. This means no more "a whole combat can be resolved in three rounds" naturally, but that's your trade-off if you're going to insist on a purely (weighted) stochastic resolution system.