@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.