Jan 22, 2018, 1:14 AM

Over on AetherMUX, which was based on some modern-world fantasy game, you had the traditional Attribute + Skill combo that made the most sense for the situation, then you got to know the percentage difference between you and the target (or other character's combo), then you decided to interpret what that means. It worked embarrassingly well, and it had the bonus of not exposing the Attribute or the Skill's true value. (Okay, you could math it out, but people were scolded when they did that.)

In the Fallout series of computer games, you were told the skill and the value you needed to pass a test, and you either passed it or you didn't. Not very granular, but it does go to show that people were more than happy to play computer games that cut down on the randomness in the right situations.

Many tabletop RPGs can do this without changing the character sheet.