Fw: Re: [Design] Why random rolls?
Kyle Schuant
kyle3054 at iprimus.com.au
Mon Oct 17 02:04:21 UTC 2005
Damn, gotta remember to hit "reply all" with this list... what kind of silly list is it where you hit "reply" and it just goes to the guy who posted the message:)
----- Original Message -----
From: Kyle Schuant
To: Curufea
Sent: Monday, October 17, 2005 11:57 AM
Subject: Re: Re: [Design] Why random rolls?
----- Original Message -----
From: Curufea
To: design at mimesisrpg.com
Sent: Monday, October 17, 2005 11:20 AM
Subject: Re: Re: [Design] Why random rolls?
True.
I was thinking, for effects - how about just adders? You want to
keep the bell curve, just move it up and down in effect.
***
I'm not sure which you mean. Do you mean like 2d10, or like d10-d10? I would call 2d10 "adders", like GURPS' 3d6, but d10-d10 "add-subtract". My experience is that many gamers dislike subtraction, it confuses them. Not because they're stupid, they're simply used to adding lots of dice up, like most systems do things. Masterbook got around this by having the d10-d10 roll masked as a 2d10 roll plus consult a chart for a -10 to +10 result... Of course adding up dice then consulting a chart then applying the number to your attribute+skill is actually more work than just doing it without the chart, but players don't see it that way. They object to subtract one die from another, though they do not object to subtracting a die roll from a skill, or vice versa. As I said, just a matter of what gamers are used to.
Cheers,
Kyle
Better Mousetrap Games
home of d4-d4 and other stuff
http://www.rpgnow.com/default.php?manufacturers_id=339
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