forge-main
[Top][All Lists]

## [Forge-main] Re: [freeroleplay] Re: New FRINGE Mechanic

 From: Ricardo Gladwell Subject: [Forge-main] Re: [freeroleplay] Re: New FRINGE Mechanic Date: Thu, 04 Dec 2003 13:42:32 +0000 User-agent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.4.1) Gecko/20031008

```Samuel Penn wrote:
```
```* Roll a 1d5 (1d6 where 6 = 0) and add your Skill trait score. If the
result is over the difficulty you succeed.
```
```
This means difficulty 10 is impossible (this may be desired).

It also means, that for difficulty X, you need to roll X+1. This
is (IMO) less intuitive than needing to roll X for difficulty X.

d5 is less intuitive than d6.
```
```
```
I think I had originally intended to use a normal 1d6 roll to determine outcome and forget to alter this part. Hence, rolling over a difficulty of 10 would be possible.
```
```
Another alternative would be to roll the difficulty or more, in which case a 1d5 would be fine and would give a perfect distribution (0-10). There would always be a chance you could fail or succeed at every roll.
```
```
You're absolutely right, a d6 is far simpler and more intuitive than the d5. I like the d5 because it gives a nice, 'natural' range of 0-5. Another method of simplifying the d5 would be to determine that a 6 is a 'critical failure' or 'botch' and counts for nothing in the roll. Would this make it more satisfactorily simpler?
```
```
```* To determine degree of success roll another 1d5 and add the Ability
trait score. This gives you a degree of success between 0-10.
```
```
This makes degree of success independent of the difficulty and
original roll. You also end up throwing away information. A player
who rolls a 5 on the initial roll, is going to be annoyed when
they then roll a 0 for degree of success.
```
```
```
Good point. Thinking through the options, information loss is not desirable but not a major problem. This could be fixed by making the degree of success from the first roll carry over to add a bonus to the second roll. Of course, this would break the 1-10 range of the second roll.
```
Some alternatives could include:

```
* The degree of success in the first roll caps the actual success in the second roll. I.e. if you only roll 4 over the difficulty in the first roll, you can only score at most 4 in the second roll.
```
```
* Degree of success gives the character a number of re-rolls in the second roll.
```
All these seem a little clunky. Anyone else have any ideas?

--
President, Free Roleplaying Community
http://www.freeroleplay.org/