Genuinely, why do you hate the d20 so much?

Genuinely, why does /tg/ hate the d20 so much? I've seen people here call systems dogshit just for using it as the central mechanic. Is it just because D&D uses it, and because that is considered shit, the dice is considered shit as well? Or is a flat 5% distribution actually that bad?

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  1. 3 months ago
    Anonymous

    >because that is considered shit,
    You're either falling for or pushing the troll narrative.

    Most of /tg/ thinks D&D is fine. A good amount actually think it's among the best published games, and a full majority of the RPG players here play some flavor of D&D. If you want to argue that /tg/ thinks D&D is shit, then it must have an even lower appraisal of other games.

    Only a very small, but very vocal, minority think it's "shit". Or, rather, they profess they think it's shit, because they're more interested in the basic b***h troll business of "Complain about something that's popular for attention."

    • 3 months ago
      Anonymous

      >"worst troll" gay when someone criticizes dnd (he must defend the corporate product)

      • 3 months ago
        Anonymous

        At the point where trolls are complaining about d20s just because D&D uses them is the point where trolling has clearly and unarguably started corrupting design discussion. While there's various gray regions of b***hing, the point where we've got people complaining about useful dice is where there's really no gray left.

        Frick WotC and frick Hasbro. But frick you for complaining about every D&D mechanic just because you need fodder for your b***hing. This isn't about defending a corporate product, it's about not letting your biased, agenda-driven b***hing get more out of hand than it already has.

        • 3 months ago
          Anonymous

          Didn't read. I do not respect you or your opinions.

    • 3 months ago
      Anonymous

      It is a flat lie. There aren't a single argument to dispute dozens of D&D flaws that are common knowledge by now. Maybe we should make a quiz on /tg/.

      • 3 months ago
        Anonymous

        The stats we have confirm that D&D is by far the most played RPG here. Not even that, but all the other games combined don't even manage to match up to the latest edition by itself. This has been the case in every single poll and census conducted on this board, all the way back to the earliest down to the latest.

        A game having flaws, especially subjective flaws, does not make it shit. No game is perfect; all games have flaws.
        If you really want to twist and distort the definition of a shit game to try and include D&D, you're going to end up inadvertently putting basically every other game into that category as well, because just about every game can be complained about, especially if there's a biased impetus to do so.

        • 3 months ago
          Anonymous

          Show one.

          • 3 months ago
            Anonymous

            Here's one from 2017.

            • 3 months ago
              Anonymous

              Yeah, I feel like doing one more obvious now.

    • 3 months ago
      Anonymous

      I agree with this guy about the basic b***h troll of hating on the popular thing for (You)s.

      https://i.imgur.com/708eXAO.png

      Genuinely, why does /tg/ hate the d20 so much? I've seen people here call systems dogshit just for using it as the central mechanic. Is it just because D&D uses it, and because that is considered shit, the dice is considered shit as well? Or is a flat 5% distribution actually that bad?

      There's nothing wrong with using a 1d20 for conflict resolution, even if you're using it like the d20 System has it where it's "d20 + Modifiers". You roll the d20, you add modifiers (and subtract penalties) and then compare it to the target number. If it meets or exceeds the number, it goes in favor of the actor. If it goes below it, it's not in favor of the actor. It's quite simple, plus the 1d20 lends itself to some granularity while each +/-1 is significant and affects the probabilities in a consistent manner.

      I have my gripes about D&D, especially 3.X, but the exact dice used is not one of those gripes. My issue is the Ivory Tower design with the classes and options so that despite all of the options only a few of them are actually worth paying attention to and call for system mastery over DM's input. As a DM it is frustrating trying to run the game with your own touches as you're constantly butting heads with the system just to make it your D&D and not the system's.

      Also some of the numbers are off-whack, but that's easier to tweak than the concepts built into it.

      But otherwise it's just like the first post said, it's a troll narrative. If their argument is essentially "It's shit because it's shit", it's bait. Bite at your own risk.

      • 3 months ago
        Anonymous

        yeah, it's impossible to hate a popular thing for its flaws, once it becomes popular the only thing you can hate about it is its popularity

    • 3 months ago
      Anonymous

      >ITT: moron who had made DNDogshit his entire identity desperately tries to push a fake narrative that DnDogshit is actually anything above an utterly mediocre cancer on the entire hobby.

      Get a life dude. Get off the fricking internet and fricking PLAY that game you spend so much time dick-sucking.

    • 3 months ago
      Anonymous

      Do you just hit f5 on the catalog all day looking for threads you can lick WotC's boots in?

      • 3 months ago
        Anonymous

        >pointing out we have basic b***h trolls is licking WotCs boots

        Man, the mental gymnastics that basic b***hes do to try and defend themselves.
        >"I'm not trolling! I'm fighting the corpo! Spamming how much I hate a game I don't even play makes me a Cyberpunk!"

    • 3 months ago
      Anonymous

      fpwp

      >pointing out we have basic b***h trolls is licking WotCs boots

      Man, the mental gymnastics that basic b***hes do to try and defend themselves.
      >"I'm not trolling! I'm fighting the corpo! Spamming how much I hate a game I don't even play makes me a Cyberpunk!"

      Mearls isn't going to frick you, anon.

    • 3 months ago
      Anonymous

      5% really is that bad. It's too random for use in TTRPGs outside of encounter tables. if you want anything your players do that their characters are meant to be good at to matter, use 2d10 or 3d6.

      Even D&D is unironically better with 2d10 instead of 1d20.

    • 3 months ago
      Anonymous

      Lol no dnd is shit, and it's gotten steadily worse since AD&D 2e

    • 3 months ago
      Anonymous

      >Most of /tg/ thinks D&D is fine.
      I support OP, I've seen only hate for D&D here on /tg

      • 3 months ago
        Anonymous

        >i have not seen people continue to discuss the game in dozens of threads daily, despite the efforts of a handful of buttblasted trolls
        Next you're going to tell me that Ganker hates anime and Ganker hates video games, Ganker hates cooking and Ganker hates music.

        You're paying way too much attention to the basic b***h trolls.

        • 3 months ago
          Anonymous

          >dnd is the topic of /tg/
          go back to your general Black person

          • 3 months ago
            Anonymous

            It's definitely the most popular topic on /tg/. We even have statistics proving that. Even more than 40k or MtG, and it's definitely the most popular and discussed RPG by a long, long, long, long shot.

            Does that... make you upset? You seem upset by that.

            • 3 months ago
              Anonymous

              /tg/ has stats? Got a link?

              • 3 months ago
                Anonymous

                ...It's times like these I really miss Census Anon, who used to do these censuses quite regularly. It's really actually kind of sad that the /tg/ censuses are not common knowledge among the people that post here. It seems like vital information.

                Here's an incomplete page of them. http://2dGanker/wiki//tg/_Games_Census
                You can also find part of the 2017 census here

                Here's one from 2017.

                I'm betting google will also help you find more information if you search /tg/ Ganker census.

              • 3 months ago
                Anonymous

                Interesting. I found the 2021 census in the archives. The data sheet is available there, but I haven't had a chance to try to parse any conclusions from it yet.
                https://archive.4plebs.org/tg/thread/77652106/#77698551

            • 3 months ago
              Anonymous

              no you illiterate monkey, I'm calling you a stupid gorilla Black person for equating dnd with the whole of traditional games and directing you to likeminded folx

              • 3 months ago
                Anonymous

                That was your conjecture. I was talking about the most discussed topic on each board, which also happens to be the most trolled-about topic on each board.

                You can go for more specific and exact equivalences if you want, and pick the specific most discussed/trolled anime/video game/topic/etc. on each board if you happen to actually know what they are, but nothing really changes the fact that the most basic b***hes of each board troll the most on whatever happens to be the most discussed topic. That's what makes them basic b***h trolls.

              • 3 months ago
                Anonymous

                >That was your conjecture.
                pseud, read your own post
                >Ganker hates anime and Ganker hates video games, Ganker hates cooking and Ganker hates music.
                >the most discussed topic on each board
                that is THE fricking topic of those boards
                dnd is not THE fricking topic of this board

              • 3 months ago
                Anonymous

                Something can be more than one thing simultaneously.
                Anime is both the most discussed topic of the board as well as the topic of the board.

                Are you actually stupid?

              • 3 months ago
                Anonymous

                (You)
                now you're just being intentionally obtuse

    • 3 months ago
      Anonymous

      You have no idea how much of a hugbox you're in and that's genuinely sad.

    • 3 months ago
      Anonymous

      Go back to your general, or else the scary pointbuy mighy get you!

      • 3 months ago
        Anonymous

        3.5 has point buy too.
        So does 5e mind you, but people actually talk about it in 3.5g.

    • 3 months ago
      Anonymous

      It's a combination of flat 5% probability being inherently shitty and also people hating D&D mechanics which are the most commonly associated with d20s.

      Personally I despise D&D but don't completely hate the d20, it is okay for old school hexcrawl type games based on classic D&D. Other than that, yeah, I'd probably lose interest in your system if it used d20s, as I assume it'll have a lot of unfun D&D baggage that comes with that, such as class and level based progression, vancian magic, and alignment.

  2. 3 months ago
    Anonymous

    Rpgs are a bunch of hobbies connected, in the same way that in practice people that buy rpg books don't really want to play but just read and imagine the world people that go to forums don't want to play, but complain about rules

  3. 3 months ago
    Anonymous

    I think it is just by an association with D&D and too low modifiers for its range. Roll under systems are usually flawed too since they use 3d6 for determination attributes and so every 1 of an attribute matter, but characters don't die like in OD&D.

    Personally I am not againts d20. My homerules are D20 DICE POOL.

  4. 3 months ago
    Anonymous

    because there's no particular reason to use it over normal d6s, unless you've played the games that use it and thus prefer it. most d20 games are at least inspiried by dnd, considering gygax was the guy that popularized it in the first place. dnd is indeed shit, thus if something is inspired by it, it is likely also shit. the d20 itself is fine.

    • 3 months ago
      Anonymous

      >there's no reason to use linear 5% increments
      Man, your rush to make your "I hate D&D" shitpost really started off with a showcase of how braindead you are.

      • 3 months ago
        Anonymous

        's no reason to use linear 5% increments
        >if I describe what the dice is in more words it makes me look smart and the other guy look dumb
        yes, this does not change my statement. see

        >"worst troll" gay when someone criticizes dnd (he must defend the corporate product)

    • 3 months ago
      Anonymous

      By "normal d6s", I am picturing a 3d6 dicepool. Is that what you meant? It's true that the 3d6 and the 1d20 have the same average results over many samples, but adding and subtracting from a single die like a 1d20 affects the percentage of success consistently, while adding numbers in a 3d6 dicepool will be making the probability sway in greater variance.

      • 3 months ago
        Anonymous

        The results on a 3d6 are more consistent to begin with, and can therefore be planned around using actual statistical probability. It's just mathematically better than 1d20. It has an actual bell curve.

        • 3 months ago
          Anonymous

          This anon has the right of it. 1d20 is swingy and statistically flat (this is also true of 1d100 or any other 1dX system, but you mostly see d20s and d100s). It's a flat 5% odds of any given result - which means there is no scaling probability and no meaningful average. Which means that modifiers are far more often redundant (already rolled above the DC) or useless (rolled too low to make the DC even with mods), as opposed to a dice pool system where there's a probability curve. It also means that """critfails""" and """crit successes""" are totally mundane and will happen regularly in every session because they're just as likely as any other result. Which totally defeats the purpose of a critical being something exceptional and producing better (or worse) results. Likewise, 1d20 lends itself poorly to Degrees-of-Success/Failure, again because of that same flat probability: it's too swingy to make DoS/DoF mechanics an important thing because the die is so unreliable. And as someone who really enjoys degrees of success and failure as opposed to a flat "pass/fail", it's another reason I don't like the 1d20 system.

          Of course, you could move out of 1dX, which is the core issue, and onto a dice pool. But why would you use a dice pool of d20s over d6s or d10s? In a pool, the 5% granularity of facings on each die is actually a downside rather than an upside - the smaller the die, the more reliable the curve. That said, I prefer d6s to d4s as d4s have too *little* granularity and aren't far removed from a coin flip.

          TL;DR - Play ||GURPS ||

          • 3 months ago
            Anonymous

            >1d20 is swingy
            The target number in a binary pass/fail system is considerably more important than what dice are being used. The "d20 is too swingy" argument largely comes from people who want to argue about some inherent superiority of 3d6, without really appreciating that the full equation needs to be examined, and what "swingy" actually refers to.

            "Swingy" is less about consistent values and more about consistent results. In a binary pass/fail system, rolling a 1 or a 10 when the DC is 11 doesn't matter, you fail either way.
            Take an average DC of 11. Both 1d20 and 3d6 will fail roughly half the time. However, if you have the DC dropped for the 1d20 game to 9, that makes the 1d20 provide considerably more consistent successes than the 3d6. The d20, thanks to the lowered DC, now has more consistent successes, ie consistent results, than the 3d6.

            3d6 does have an inherent curve and produces a more consistent set of values. But, this ends up just being one part of the equation, and the system surrounding the dice is far more important than the actual dice themselves.

            • 3 months ago
              Anonymous

              >Take an average DC of 11. Both 1d20 and 3d6 will fail roughly half the time. However, if you have the DC dropped for the 1d20 game to 9, that makes the 1d20 provide considerably more consistent successes than the 3d6.
              You're proving my point here. A change of 2 in the DC makes you 10% more likely to fail/succeed on a d20, because it's flat probability. Whereas the bell curve of 3d6 means that a DC change of 2 is much more impactful - BECAUSE it has those consistent results. You're trying to redefine "consistent results" as being "pass/fail" rather than the actual die results - and because every system can define what is a success or failure idiosyncratically, this isn't a useful way to gauge the value of the dice themselves. You can't actually defend the d20, so you have to cover for it by shunting responsibility onto the system to make up for its deficiencies.

            • 3 months ago
              Anonymous

              Swinginess can also refer to the odds of you whiffing on something you're "good" at while someone bad at it rolls well and makes your specialization feel non-existent. That happens too much in 5e, it's a non-issue in 3e thanks to large range in bonus size.

              • 3 months ago
                Anonymous

                Looking back were skill points actually that bad of an idea?

              • 3 months ago
                Anonymous

                Not him but you can effectively have 5e bounded accuracy by just shifting the proficiency progression (+4 to +12 for example) and having a bell distribution of attributes modifiers (eg: -3 to +3 much like B/X), it's just the 5e implementation that suck balls.

              • 3 months ago
                Anonymous

                No. They were fine. The only problem was there weren't enough of them for anyone but bards and rogues. 2+int was a mistake. But skill points overall were a solid idea. And +int was too broad.

                I'll make a part 2

              • 3 months ago
                Anonymous

                Something like this:
                Everyone gets to pick: 2 of (craft, profession, or perform), or 1 knowledge as a free skill proficiency, independent of class.
                Number before the slash are normal skill points. Spend on anything. Number after the slash, can only be spent on profession, craft, perform, and knowledge.

                Barb
                4/3+(intmod/3)
                Bard
                5/3+(intmod/2)
                Cleric
                4/2+(intmod/2)
                Druid
                3/4+(intmod/2)
                Fighter
                4/2+(intmod/2)
                Monk
                5/2+(intmod/2)
                Paladin
                4/2+(intmod/2)
                Ranger
                6/2+(intmod/2)
                Rogue
                8/1+(intmod/2)
                Sorcerer
                2/3+(intmod/2)
                Wizard
                2/3+(intmod/2)

                The problem with skill points is that too many characters don't get enough of them, not the underlying idea.

              • 3 months ago
                Anonymous

                No. The implementation was horrible and had no excuse for being as bad as it was, though.

              • 3 months ago
                Anonymous

                They're good if they're less granular

            • 3 months ago
              Anonymous

              It is not how probabilities work. Dice roll resupts form the curve as a total, not just for a single roll. Five d20 in a row is have almost the same probability with the same deviation as a single 3d6 roll. The game of GURPS with three rolls per session is more random than a session of D&D with multiple rolls.

              God damn you two are stupid. D20s are the swingy aspect of the dice rolling, target numbers have nothing to do with swinginess - which is about dice rolls lmao

              Fricking dnddrone cope, I hope you die screaming.

          • 3 months ago
            Anonymous

            GURPS is nice. Mostly.

            Frick Chris Rice and the half baked first draft that is Realm Management; and GURPS kindof sucks at magic items; barely an equivalent to what's in a d&d 1e/3e DMG, certainly no equivalent to encyclopedia Magica, MIC, or Item Bible.

            and Magic... I just don't like any of the GURPS magic systems much. Powers-based magic is the least crap, but IMO everything ends up over-valued; the powers-limutation math encourages boring spells; and there's not a good (official) powers spell catalogue that's easily tweaked. I got the GCS file from eggplant's boosty; it's an ok starting point.

            But if I'm not running fantasy games gurps is a more clear pick for me.

            For lower magic fantasy I tend to lean towards Rolemaster 4e over GURPS.

            • 3 months ago
              Anonymous

              Never touched Realm Management so I can't really comment on it, but I certainly agree that default Magic in GURPS is doodoo. I've enjoyed Sorcery and Ritual Path Magic, but Magic-as-Powers is absolutely my favorite.

              Admittedly, I'm a guy who likes making his own unique/idiosyncratic stuff, so I'm not bothered by the fact that you have to design your own spells and magic items. Although GURPS Dungeon Fantasy does have multiple splats just for artifacts/items of power to steal from.

              Looking back were skill points actually that bad of an idea?

              I definitely prefer them to proficiency if I must play D&D, although 3e/3.5/PF get absolutely absurd with their bonuses just because of how much you can stack. In a PF game I'm in our arcanist is throwing out +20 to most knowledge and crafting skills at level 8.

          • 3 months ago
            Anonymous

            It is not how probabilities work. Dice roll resupts form the curve as a total, not just for a single roll. Five d20 in a row is have almost the same probability with the same deviation as a single 3d6 roll. The game of GURPS with three rolls per session is more random than a session of D&D with multiple rolls.

            • 3 months ago
              Anonymous

              What the frick are you taking about? Over time d20 trends towards the 10.5 average, but that doesn't actually mean anything when it comes to rolling, because any given roll still has equal odds of hitting any result. The average develops because there's even odds of 10 or lower as there are 11 or higher, and so it comes to the middle mathematically. This is a statistical average but does not represent any kind of probability. You would need a curve (or a triangle) to have that, not a flat line.

              • 3 months ago
                Anonymous

                > What the frick are you taking about?
                About mathematics. A cursed topic for /tg/.

              • 3 months ago
                Anonymous

                Not only can't /tg/ into maths, they invent their own mathy terms or use actual math terms with a completely different meaning than everyone else.

              • 3 months ago
                Anonymous

                Not only can't /tg/ into maths, they invent their own mathy terms or use actual math terms with a completely different meaning than everyone else.

                Surprising, then, that

                It is not how probabilities work. Dice roll resupts form the curve as a total, not just for a single roll. Five d20 in a row is have almost the same probability with the same deviation as a single 3d6 roll. The game of GURPS with three rolls per session is more random than a session of D&D with multiple rolls.

                doesn't recognize the difference between probability and statistics, and why it matters. 1d20 and 3d6 have roughly the same probabile average (10.5), but in statistical terms are totally different.

        • 3 months ago
          Anonymous

          Because it has a bell curve, it is therefore mathematically better? In what way?

          • 3 months ago
            Anonymous

            Bell curves are valuable for when you want to treat dice results qualitatively.

            Let's say, for example, you want roughly 50% odds of success. Well, you can do that with 1d20 or 3d6 and it actually makes no difference which you use. But that's a BINARY. It's pass/fail, and the actual numerical result is irrelevant. Did you hit the DC or not? There's no quality associated to the roll. A 20 doesn't mean ANYTHING in this scenario.

            But on a bell curve, a 20 has significance. Supposing you roll 3d20 and take the middle score, odds are that you'll usually land in the middle range, so a +3 or +4 to your skills means you're much more likely to see an 11+4 or what have you. Instead of asking for a DC, you can assign a quality to the result. Big numbers mean a better result. Small numbers mean a worse failure. Players with a lot of bonuses to a skill will customarily get higher quality results, and players without skill bonuses will get worse results, or worse failures.

            In standard DnD, it's often the case that a Fighter and a Ranger can take a Survival skill check. Supposing the DC is 11 (something minor, like trying to recognize a type of tree), then if the Ranger rolls a 23 and the Fighter rolls an 11, both characters are determined, from the roll, to have achieved the same result. Why even bother having a Ranger if you can luck into his quality of knowledge on many skills?

            But on the bell curve, the 23 means the Ranger knows all there is to know about that tree, whereas the Fighter's 11 means he just know what it's named.

            That's why a bell curve is better.

            • 3 months ago
              Anonymous

              >Why even bother having a Ranger if you can luck into his quality of knowledge on many skills?
              Because the ranger can do so more reliably than the fighter.
              Also, extraordinary success by exceeding the DC by 5 or 10 points is a variant rule described in the DMG already.

              • 3 months ago
                Anonymous

                Exceeding DC by 5 or 10 can be a 5% chance or much less depending on the DC. A flat distribution also means you're merely likely to turn up extremes, which is why DC checks on 1d20 are meant to be a pass/fail binary and not a qualitative roll where the absolute value of the result describes the effort.

      • 3 months ago
        Anonymous

        >adding and subtracting from a single die like a 1d20 affects the percentage of success consistently, while adding numbers in a 3d6 dicepool will be making the probability sway in greater variance.
        This is an upside, not a downside. I prefer modifiers to be more impactful without going to gonzo levels - in a 3d6 system, +3/+4 is a big deal. In d20 systems you have that shit at 1st level and you'll be rolling with +12 modifiers by the time you're level 5. The flatness of the d20 means that modifiers are increasing exponentially rather than logarithmically in order to demonstrate progression - of course, this is made worse by the level system and by D&D's general design of always increasing the DC to match the modifiers so that success chances never meaningfully change, but that's a different discussion entirely.

        • 3 months ago
          Anonymous

          The problem with 3d6 is that you're stuck with a much smaller window of modifiers before they invalidate the dice entirely. Like you said, 3-4 is a big deal, which means you have far fewer numbers you can add together before they break the system. The d20 provides a measure of granularity, without taking it to extremes like d%.

          • 3 months ago
            Anonymous

            Smaller modifiers matter more, and when you DO have big modifiers it's much more likely that success/failure is guaranteed. To me, this is a benefit.

            For one, it means that succeeding against bad modifiers really feels like beating the odds - and likewise, losing with great modifiers feels more like an unfortunate tragedy. As opposed to the flat d20 where any result is equally likely, and you always have that 10% chance to either suck or surge without the modifiers mattering at all.

            If you prefer having big modifiers and more room to stack them up, I can't tell you you're wrong. I just prefer it my way, and that's why I dislike 1d20.

            • 3 months ago
              Anonymous

              The problem is that 3d6 has no space for smaller bonuses, which limits what can be done when designing a system. That's not an issue for very simple games, but if you want to do even simple things like combining bonuses, even just stacking a +3 bonus on a +3 bonus can throw the entire system out of whack. Even just +2 and +2 is a huge deal.

              I've actually been playing around quite a bit with a dual 3d6/d20 system design, and working with the 3d6 has really just left me to reserve it for far more static, less dynamic applications because it's so easy to break it with even modest interactions. Working with both dice in the same system has actually been quite the eye-opener, because while I do love the feel of 3d6 for predictable and reliable uses, the d20 is just so much easier to design for because there's just so much more space to work in. That, and consistent 5% increments is about as easy as math can get.

              >you always have that 10% chance to either suck or surge without the modifiers mattering at all.
              That's an optional rule and not even one that's used throughout D&D.

              • 3 months ago
                Anonymous

                >even just stacking a +3 bonus on a +3 bonus can throw the entire system out of whack.
                You say that like throwing a +6 on top of a +6 under d20 wouldn't do that.

          • 3 months ago
            Anonymous

            Invalidating the dice is a feature. If I'm much better at a skill, I should be rolling for more impressive tasks, and which tasks I consider too "trivial" to roll should be more impressive than some untrained schlub.

            • 3 months ago
              Anonymous

              The thing is, with a d20 you can also "invalidate the dice". Yes, it requires much higher modifiers, but the availability is there.

              The problem with the 3d6 is that the window for how large of a modifier you can use before the dice stop mattering is so much smaller, despite 3d6 and d20 both having the same average value. With 3d6, you're shaving off the bottom 3 (since you can't roll lower than 3) and you might as well combine the top 3 (since you have about a combined 5% chance of getting 16+), making the dynamic range of the dice only about 14 values, as opposed to the d20's flat 20. Adding in how the curve keeps the values far more strongly centered, that makes something like a +4 in 3d6 feel like roughly +10 with a d20. There's just not much space to really do much with the modifiers.

              For a game where you don't want modifiers going beyond +6, 3d6 will work. But, such a small range really limits what you can do with a system.

              • 3 months ago
                Anonymous

                I don't see how using bigger numbers is an inherent advantage. Unless you're a weird MMO fanatic, seeing big numbers shouldn't be what's compelling about a game. The mods are smaller on 3d6/other dice pool systems, but because they're more impactful, you care about them a lot more - it's a lot easier to get excited about a +3 in a 3d6 system than it is a +3 in a d20 system.

                And if your only idea for interacting with a system is "make the modifier bigger", maybe you shouldn't be GMing in the first place.

              • 3 months ago
                Anonymous

                >I don't see how using bigger numbers is an inherent advantage.

                It's called "granularity."
                It's not that the numbers are bigger, it's that the range is bigger. You have more space to combine and otherwise differentiate modifiers. You have space for a +1 to feel like a small, almost insignificant bonus, but which can potentially combine with other bonuses to have a more significant impact. You have space for "the DM's best friend", the ability to throw a floating +2 modifier for favorable circumstances that is large enough to have an impact, but not so large that the DM has to hesitate on giving them out.

                If you want to deal with nothing but big modifiers, you can go ahead and use +3 and larger increments, which are about on par with the +1 bonuses that 3d6 provides. The problem is that 3d6 can't do smaller bonuses, while d20 can.

              • 3 months ago
                Anonymous

                A +1 on a 3d6 is still small enough to hand out incidentally, but more often than not the way it's done is reducing negative modifiers rather than adding positive ones - which is just as well, since you usually will have such situational modifiers in a 3d6 system.

                16 or greater is 25% odds.

                You're right, I miscounted.

                I have lost the argument.

                I'm gonna kms now.

              • 3 months ago
                Anonymous

                I'm not arguing anything. I just find it funny that so many probability whizzkids can't perform simple math

              • 3 months ago
                Anonymous

                >A +1 on a 3d6 is still small enough to hand out incidentally,
                Not if there's a high degree of potential to combine them.
                A single +1 may not matter too much, but two such bonuses start to really twist the system, and with three such bonuses cracks really begin to form. And that's just with +1's, with +2's being big enough that adding just two together is a huge impact.

                There's just no space for small modifiers to stack or to be treated as small modifiers. You have to be far more careful giving out these bonuses, and the idea that you're encouraged to use more negative modifiers in order to keep the positive ones in check (and vice versa) is a clear indication of the dice system putting unnecessary pressure on the game's design, because it just can't handle a larger range of values.

                Try this thought experiment. 5d4. Think about all the reasons you wouldn't want to use that dice configuration, and then try to understand those reasons are, to a lesser extent, why some games prefer d20 over 3d6. It's very similar to how you can go in the opposite direction, with d% being more granular than d20, and while that works for some applications, it comes with its own weaknesses.

              • 3 months ago
                Anonymous

                There's no "cracks" or "twists". If you're getting +4 as a bonus, say, you're gonna be considerably more likely to succeed than to fail (9.26% chance of getting 15 or higher on a 3d6, for instance), but this ain't a bad thing. You SHOULD be much more likely to succeed when you have a good skill level, situational advantages, and there isn't anything that would make the task more difficult. These smaller modifiers mattering more also means that something like a -2 penalty for poor quality tools is actually relevant, whereas it can be easily ignored in d20 or other more "granular" systems. You'd have to bump up the number to make it matter.

                >the idea that you're encouraged to use more negative modifiers in order to keep the positive ones in check (and vice versa) is a clear indication of the dice system putting unnecessary pressure on the game's design
                More accurately, you're encouraged to use the modifiers that make sense, and if they're mostly positive (aka, the character has more going in his favor than working against him), his being much more likely to succeed is natural. If he's still got like 20-30% odds of randomly eating dick even with everything in his favor, this is a mark of bad design, not good design.

              • 3 months ago
                Anonymous

                >You SHOULD be much more likely to succeed when you have a good skill level, situational advantages, and there isn't anything that would make the task more difficult.
                Yes, but it shouldn't be automatic, and having as little as a (relative) +6 total bonus from various sources vs. the TN is enough to make rolling the dice just a formality 95%+ of the time. (Where the exact threshold of "Why are you even bothering to roll" lies varies, but let's just use the 5% rule of thumb for now because it's something that could otherwise be eternally debated upon, with anywhere from 1/10 feeling to some people as being to unlikely to roll for, all the way to people asking for rolls even for 1/10000 odds of success.)

                >you're encouraged to use the modifiers that make sense,
                No, you're reshaping the world to match the modifiers, because going too far will break the world. If you figure out how to configure three (relative) +3 bonuses together, the world can't even begin to offer a challenge until there's at least an amount of penalties equal to -4, which thanks to the lack of granularity need to be substantial in their own turn.

                >If he's still got like 20-30% odds of randomly eating dick
                If everything is in his favor to the point where 95%+ of the time he will succeed, you really don't need to roll in the first place. That's one of the major issues with 3d6, in that a lot of the time it's used in a "simulationist" sense that assumes that every action is being rolled for, like a baker having to roll 3d6 for every roll he bakes. While with a d20 (and low bonuses), the baker might fail to bake potentially several of those rolls, the point is to ask why these rolls are being made in the first place (the dice rolls, not the dinner rolls.)

                Dice rolls are supposed to offer excitement. If you're rolling for something, and there's not at least a 5% chance of failure/success, you're really just wasting everyone's time.

              • 3 months ago
                Anonymous

                >Yes, but it shouldn't be automatic
                I disagree.

              • 3 months ago
                Anonymous

                If it's actually automatic, the roll is unnecessary.

              • 3 months ago
                Anonymous

                I believe he's eating the math tells you when you don't bother rolling and auto succeed instead, and that this is a good thing.

              • 3 months ago
                Anonymous

                Correct.

              • 3 months ago
                Anonymous

                The problem is that the range for when the math says "Don't bother rolling" is so much smaller that you're left with not enough degrees of either granularity or combination. The relative TN's of 3d6 really only go between 6 and 16 before they drop to sub 5% odds, leaving you really with only 11 numbers to work with, and with those numbers skewed heavily towards the center.

                That works with many games, but you can't have the relative values of two characters to exceed 11 and still have some degree of interactivity, because its hard baked into the dice that you can't exceed that range. 11 is fine if you are not combining bonuses, or limit your bonuses to either two sets that max out at 6 (or whatever ratio you like) or three sets that max out at about 3, but beyond that you end up in regions the system just can't handle. And, those are the hard limits, with the bell curve skew making the soft limit closer to about 7 degrees before the game becomes a wobbly mess, which means if you're using 2+ sets of modifiers you need to keep the relative bonuses down to less than +3 at the maximum.

                It's definitely doable, but it's also definitely a significant design constraint. And, while there's plenty of designers who actually benefit from having these kind of design constraints, the games tend to lack depth mechanically because of those constraints. Numbers refer to broader categories out of necessity, there's less stacking/combining/multiplying modifiers, and there's really just a flat out diminished degree of variability. In the end though, it comes down to matters of taste and system construction, so there's really no way to claim either 3d6 or d20 are superior for all applications. If all the reasons 3d6 was better made it objectively better, 5d4 would be better. If all the reasons d20 is better than 3d6 made it objectively better, d% would be even better.

              • 3 months ago
                Anonymous

                Isn't the rule when doing opposed checks that both characters eat penalties until the higher bonus would fail on a 17? Something like that? If you want a curve with more granularity, going up to even 3d100 is possible. Most often when I see someone wanting a curve different than gurps though, they want *less* granularity. Like using fate/fudge dice.

              • 3 months ago
                Anonymous

                >The odds of these dice only go between 6 and 16 if you ignore any odds below 5%!
                moron, those sub-5% odds are still odds. Stop cherrypicking.

              • 3 months ago
                Anonymous

                >cherrypicking
                Not only do you not understand what cherrypicking actually means, you don't understand the common perceptions of probabilities. Sub 5% odds are tiny.

                Most people can grasp a coin flip. They have a pretty decent sense of what a 50% chance feels like.
                Getting two heads in a row? 25% odds? Trickier, but in an average of 4 tosses they'll see it, so given enough flips they'll get a good sense of what 25% really is.

                Three heads? 12.5%? Most people are already struggling. In fact, even just around 10% is where people really begin to become surprised when something that should occur 90% of the time fails to happen. Some games even adapt to this perception, with Fire Emblem in particular making any attack with a displayed 90%+ chance to hit actually hitting 100% of the time, because missing with those odds feels "cheap" and "unfair" to most players, even though it is perfectly "fair."

                A good number of XCOM memes involve people expressing intense shock and disbelief when an attack with 99% chance to hit misses, even though an event with a 1 in 100 chance of occurring is not all that rare. It all comes down to expectations and various perceptual fallacies, in a similar way that you can easily imagine two apples, or three apples, but 67 is basically just a pile not too disimilar from 54 or 72.

                4 heads in 4 tosses, or 6.25%, is just hard for us to really perceive, with some people thinking it's quite easy to achieve but that rapidly fading to feeling like it's impossible once you actually start flipping, even though it has a 1/16 chance of occurring. And, even lower than that is 5%, an increment so small that even with people making dozens of rolls in a game each Natural 20 still feels oddly special.

                5% is a decent cutoff, which is why many 3d6 games have crits occur at rolls of 16+. If they instead had it a 18, it would simply be too rare to warrant a special rule.

              • 3 months ago
                Anonymous

                >A good number of XCOM memes involve people expressing intense shock and disbelief when an attack with 99% chance to hit misses
                I thought that was because XCOM's displayed odds were not the same as the actual odds
                I was trying to look this up and learned that they actually have a hidden boost to the hit chance on lower difficulties. I hate game developers that do that shit, people have poor enough intuitions about probability as it is without lying about what 80% means

              • 3 months ago
                Anonymous

                Xcom does the same thing Fire Emblem. Effectively its 5e's advantage, rolling two probabilities and taking the higher if it's above 50% or the lower if it's at or below 50%. That means 99% chance of missing is more like 99.67.

              • 3 months ago
                Anonymous

                there's nothing wrong with using a d20 as a random number generator. the problem is that idiots design their systems around the dice mechanic instead of using the dice mechanic to produce the variance required by their system.

                think about a tactics video game like xcom or fire emblem. if your chance to hit is 85% or 90% you probably feel pretty good about taking the shot, but if it was only 65% you might start looking at other options. in d20 games trying to hit a dc of 12 with only +4 to your roll is so commonplace you wouldn't think twice about it. the way dcs and modifiers scale is completely stupid. in d&d a naked and unaware enemy has an ac of 10. in order to have a 95% chance of hitting you would need +7 to hit. a level 1 rogue with superhuman dexterity would still have up to a 20% chance of missing. people will argue that d20 is good because of granularity, but in reality it just means that you are playing spreadsheet games stacking as many +1s and +2s as you can to get whatever modifier you need to hit that 80-95% accuracy you want so your character actually feels like he is good at what he is supposed to be good at.

                you don't understand probability. +9 in 3d6 has the same chance of success as +13 against dc15. increasing the dc to 20 would drop your chance to 50% in 3d6 but only to 70% in d20. 3d6 can scale to big numbers just as much as d20, the difference is that there are diminishing returns for being much higher or much lower than the target number.

              • 3 months ago
                Anonymous

                >think about a tactics video game like xcom or fire emblem. if your chance to hit is 85% or 90% you probably feel pretty good about taking the shot, but if it was only 65% you might start looking at other options. in d20 games trying to hit a dc of 12 with only +4 to your roll is so commonplace you wouldn't think twice about it. the way dcs and modifiers scale is completely stupid. in d&d a naked and unaware enemy has an ac of 10. in order to have a 95% chance of hitting you would need +7 to hit. a level 1 rogue with superhuman dexterity would still have up to a 20% chance of missing. people will argue that d20 is good because of granularity, but in reality it just means that you are playing spreadsheet games stacking as many +1s and +2s as you can to get whatever modifier you need to hit that 80-95% accuracy you want so your character actually feels like he is good at what he is supposed to be good at.
                This. If you're in a d100 system is it's pretty usually for a starting character to have a +50 or higher in the thing they're good at.
                I can't think of any d20 systems that start players out with a +10.

              • 3 months ago
                Anonymous

                >I can't think of any d20 systems that start players out with a +10.
                Not him but in 3.5e heavily investing in one trade you can get there even at first level. Eg: an human commoner will have at least a +1 on his primary attribute (because of the standard npc attribute array), then 4 ranks on his primary skill, the a +3 for the feat Skill Focus and another +2 for another skill feat (that usually split a +2 between two skills) making +10.

              • 3 months ago
                Anonymous

                if you have 20 in your main stat, are a full attack bonus class, and take weapon focus for your level 1 feat, and are using a masterwork weapon that's +8 to hit. you can probably get +2 by having a party member cast a few spells on you. now consider that scale mail is 15 ac. that means your reasonably min/maxed character only has an 80% chance to hit an enemy wearing only medium armor with no shield, no dex bonus, and no defensive magic. if you give the enemy a tower shield, the barkskin spell, and say he's fighting defensively the chance to hit drops all the way to 45%, and that kind of enemy isn't even "boss" tier for a level 1 party.

              • 3 months ago
                Anonymous

                Yes? Combat doesn't have the same scale of bonuses as skills. He did not specify "thing you're good at" had to be a combat thing.

              • 3 months ago
                Anonymous

                the point I was making though is that the chance of hitting your target are way lower in d20 systems compared to other turn based strategy games.

                >only has an 80% chance

                ...that's a pretty fricking good chance. A bookie looking at those odds would only give you a maximum of $2 for every $10 you bet.

                read the post again. 80% is low considering that it's a relatively optimized pc against a target that's not optimized at all. half plate and a tower shield drops it to 50% and that's not even taking magic or class abilities into account. remember that russian roulette is 83% in your favor.

              • 3 months ago
                Anonymous

                >only has an 80% chance

                ...that's a pretty fricking good chance. A bookie looking at those odds would only give you a maximum of $2 for every $10 you bet.

              • 3 months ago
                Anonymous

                > If you're in a d100 system is it's pretty usually for a starting character to have a +50 or higher in the thing they're good at.
                In whrpg 4e outside of combat/stress situations tests are at +20 as base line, so starting char. easly can have 50+ chance of passing (other strory is how meny Succes Levels there will be). And it's not uncommon to have 50+ in combat if you make char. for combat and during fight you play right (advantag + combat bonuses for flanking, outnumbering enemy ect.)

              • 3 months ago
                Anonymous

                3e?
                You can hit a +15 on a skill in 3e at level 1. You can probably only manage that for a single skill though. And by 20 you can hit like a +70.

              • 3 months ago
                Anonymous

                >I can't think of any d20 systems that start players out with a +10.
                4E
                +5 training +5 stat, then you can layer +2 racial, +1-+3 background, +3 skill focus if you focus hardcore on one skill.

              • 3 months ago
                Anonymous

                >in that a lot of the time it's used in a "simulationist" sense that assumes that every action is being rolled for, like a baker having to roll 3d6 for every roll he bakes.
                No, the assumption is that IF dice are being thrown around the results will match believable expectations, rather than saying something completely different if they're thrown ala 5E.

              • 3 months ago
                Anonymous

                >No, the assumption is that IF dice are being thrown around the results will match believable expectations
                And that is the case if the dice are thrown when there's actually a reason to throw them, and not just to confirm that yes, all dozen of your rolls were individually baked correctly.

                It's like the old Arm-wrestling theorem. A character with +1 Strength and character with +4 strength, when arm wrestling, are not going to roll a d20 (or 3d6) every time they arm wrestle, because even with 3d6 the +1 Strength character is going to "unbelievably" win a fair percentage of the time. Instead, you're just going to compare +1 Strength and +4 Strength, because the challenge is not chance based.

                But, if the contest is something like a baking contest, and there's plenty of exciting variables at play, and you actually want it to be entertaining and not just a straight "He's got a +4 to baking and you have a +1, he wins", then you bring the dice out.

                If 5e wanted to be an accurate strength simulator where every arm wrestling action needed a roll, it would need to have modifiers with much wider ranges, with the difference between a weak and strong character being something like 50 or more to simulate how little chance there is in an arm wrestling contest. Instead, it's a game with rolls reserved for situations with exciting outcomes.

                5e does err on the side of skills not having anywhere near enough range to simulate reality, but that's not the point of the rolls. The rolls are there to make exciting situations possible, like the underdog novice baker winning the baking contest despite only having a +1 while the master baker has +10. Most of the time the Master Baker will win, but there's plenty of chance to make the contest exciting.

                I'll agree that vanilla 5e does err way to much in this regard, with skills rarely even hitting +10, but that's system, not dice. If it wanted to be more simulationist, it could just jack up its modifiers.

              • 3 months ago
                Anonymous

                I don't think that's exciting. I think that is completely fricking moronic.

              • 3 months ago
                Anonymous

                If you want the d20 to matter less, use larger modifiers.
                If you want the d20 to matter more, use smaller modifiers.
                The die can accommodate either. It can be used for exciting chance-filled games, as well as whatever mundane farming or trucking simulator you Germans play.

                The problem with 3d6 is that the limit of how small its modifiers can be is much stricter than d20. While it's inherently suited for situations where you want the dice to matter less, it does not scale as well when you want the dice to matter more, because of the inherent limitations of its range and the forced consistency it has. Of course, you could do things like use decimals/fractions and otherwise shrink the assumed minimum +1 modifier to be smaller, but playing around with fractional modifiers like that is the sort of thing that only a German would enjoy.

              • 3 months ago
                Anonymous

                Larger modifiers do not give the die a most likely result.

              • 3 months ago
                Anonymous

                In a binary pass/fail system?

              • 3 months ago
                Anonymous

                >the die

              • 3 months ago
                Anonymous

                >the die
                Cannot produce a result by itself.

              • 3 months ago
                Anonymous

                >a baking contest
                >plenty of exciting variables at play
                This is a joke, right?

              • 3 months ago
                Anonymous

                In an opposed roll of arm wrestling a difference of 3 will result in the stronger character winning 72% of the time. Maybe this isn't ideal for a simulation of arm wrestling in particular but it's pretty okay. Honestly, that includes a 7% chance of draws which, if you reroll, are going to be going to that player 72% of the time too so 77% odds of the stronger character wining.
                Maybe you'd want to special case a roll like this and say that difference in modifiers count double, which would bring the stronger character's chance of winning to 90%
                FWIW I think either is okay for arm wrestling, there's a decent amount of skill and what you could simulate with random chance involved in the technique.

                >5e does err on the side of skills not having anywhere near enough range to simulate reality, but that's not the point of the rolls. The rolls are there to make exciting situations possible, like the underdog novice baker winning the baking contest despite only having a +1 while the master baker has +10. Most of the time the Master Baker will win, but there's plenty of chance to make the contest exciting.
                Even a pretty ludicrous difference of 9 only gets you a 83% chance of winning (3% draws)
                Just "jacking up the modifiers" doesn't help you actually approach anything reaching simulationism since you're going to quickly get into situations where rolls are just entirely impossible to make.
                On the other hand, the distribution of 3d6 more closely matches a logistic curve which has been used with great success for handling player skills in chess and videogames. It is the basis of the Elo rating system and its multitude of derivatives
                https://en.wikipedia.org/wiki/Elo_rating_system#Mathematical_details

              • 3 months ago
                Anonymous

                In an opposed roll of arm wrestling a difference of 3 will result in the stronger character winning 72% of the time. Maybe this isn't ideal for a simulation of arm wrestling in particular but it's pretty okay. Honestly, that includes a 7% chance of draws which, if you reroll, are going to be going to that player 72% of the time too so 77% odds of the stronger character wining.
                Maybe you'd want to special case a roll like this and say that difference in modifiers count double, which would bring the stronger character's chance of winning to 90%
                FWIW I think either is okay for arm wrestling, there's a decent amount of skill and what you could simulate with random chance involved in the technique.

                >5e does err on the side of skills not having anywhere near enough range to simulate reality, but that's not the point of the rolls. The rolls are there to make exciting situations possible, like the underdog novice baker winning the baking contest despite only having a +1 while the master baker has +10. Most of the time the Master Baker will win, but there's plenty of chance to make the contest exciting.
                Even a pretty ludicrous difference of 9 only gets you a 83% chance of winning (3% draws)
                Just "jacking up the modifiers" doesn't help you actually approach anything reaching simulationism since you're going to quickly get into situations where rolls are just entirely impossible to make.
                On the other hand, the distribution of 3d6 more closely matches a logistic curve which has been used with great success for handling player skills in chess and videogames. It is the basis of the Elo rating system and its multitude of derivatives
                https://en.wikipedia.org/wiki/Elo_rating_system#Mathematical_details

                The easy count there for 5e is that in the case of an arm wrestling contest, if you wanted to make it less contested between strengths, the the stronger character can have advantage. If that's not enough, the weaker can also have disadvantage.

              • 3 months ago
                Anonymous

                Having both a strength bonus and advantage/disadvantage seems like double dipping. The math sounds like it should work out well enough though
                (still hate advantage, awful idea for a mechanic)

              • 3 months ago
                Anonymous

                Why do you need so much granularity in little modifiers? +6 feels like +10 in d20 seems like a win to me, but you don't start to significantly shift the window until you approach that +20 where you're now rolling for a whole different range of DCs.

                Never touched Realm Management so I can't really comment on it, but I certainly agree that default Magic in GURPS is doodoo. I've enjoyed Sorcery and Ritual Path Magic, but Magic-as-Powers is absolutely my favorite.

                Admittedly, I'm a guy who likes making his own unique/idiosyncratic stuff, so I'm not bothered by the fact that you have to design your own spells and magic items. Although GURPS Dungeon Fantasy does have multiple splats just for artifacts/items of power to steal from.

                [...]
                I definitely prefer them to proficiency if I must play D&D, although 3e/3.5/PF get absolutely absurd with their bonuses just because of how much you can stack. In a PF game I'm in our arcanist is throwing out +20 to most knowledge and crafting skills at level 8.

                Ideally I want the option to design my own (but not improvised on the fly), and a big back catalogue of prebuilt examples.

                Sorcery (or the many variations eggplant built) are the best GURPS magic systems IMO, but IMO the default powers Enh/Lim stacking math is bad and it inflates the costs. I eventually settled on a solution I like to get more sensible pricing, which seems to work, but it's off-label. Skip any add/subtract steps. There are no max limitations. Multiply in each limitation individually. -30%? That's current total x 0.7.
                Stacking limitations on your spell won't bring down the point value as fast with small modifiers, but then you also won't be constantly butting against that -80% limit on spells with no room for modifiers on the whole spellcasting rig. And it doesn't matter what order stuff is applied.

                There are some prebuilt gurps magic items, that's true. I just wish there were a lot more of them, or that it was easier to import magic items from 3e or ad&d. I want the ability to invent my own, but I also want a good catalogue of varied preexisting options.

        • 3 months ago
          Anonymous

          I didn't say it was a downside either, but I am saying that it doesn't affect probability in the same way. A +1 in a 3d6, and then a +2 in a 3d6 don't affect the percentages in the same way a +1 or a +2 does in a 1d20 plus Modifiers system.

          I know you're imagining D&D 5E when I talk of the 1d20, but no I'm not. I'm talking about the general core system found in 3E, 4E, and 5E, and many other games. The numbers need to be tweaked all over the place in those systems, but the concepts themselves are what I'm talking about.

          And the two don't need to be mutually exclusive either. I think in Stars Without Number, both a 1d20 and a 3d6 are used in conflict resolution, with the 1d20 being using in combat or other situations where anything could happen, while a 3d6 is used in skill resolution. The 3d6, providing an average distribution reflects the general aptitude of a character very well with minimal outside interference. He even stated in the book that a skill check that failed ought to be more of a "The problem is worse than you thought and will take an extra 1d6 minutes to fix" or something along those lines. The 1d20 reflects the situation itself going whatever way while the ones in it are trying to pull through. In the words of Dwight D Eisenhower, "In my time in the military, I found that plans were useless, but planning was indispensable". It's not up to your skills as a fighter alone to get out of a firefight. There's a lot of luck involved, and yes the skills you learned for fighting will help a good deal even if it is to keep your cool, it alone isn't the deciding factor like it is when it comes to a more "controlled" environment like fixing a starship engine or translating an ancient text.

          The 3d6 and the 1d20 are different, but you have to learn what they're good at and lean in on it.

          • 3 months ago
            Anonymous

            I'd much rather that the outcome of events were determined by my character's skills and expertise, as well as any situational advantages or disadvantages like tools/weather/time available. Not relying purely on luck since I'm hedging my bets on a flat probability. The modifiers will be smaller, but since there's a curve, smaller modifiers are more impactful - so yes, while you can't throw around +6s or +7s, you still have plenty to work with especially since most rolls will involve both negative and positive modifiers and they cancel each other out.
            To each their own, but I definitely know which one I'd rather have.

            • 3 months ago
              Anonymous

              >I'd much rather that the outcome of events were determined by my character's skills and expertise

              I see nothing wrong with that.

              But as

              D&D is a perfectly serviceable system that has its faults, but HYTNPDND is a meme phrase that came about due to gamers trying to cram everything under the sun into a dungeon crawling system.
              The d20 is a perfectly serviceable die for tabletop roleplaying. There are a couple reasons people look to other die
              >flat distribution is a worse fit for most situations rather than bell curve from multiple dice
              >20 variations means there is a lot of swinginess, the top 20 and bottom 1 show up a lot more often than the top 18 and bottom 3 in a 3d6 system (1/20 chance as opposed to 1/128 chance, making extreme results more rare in multiple dice systems)
              >linear distribution means that although the expected outcome is 10.5, the d20 will roll anywhere along the range from 1 to 20 equally. This is what I mean by swinginess, compared to any curve where the expected outcome is more likely to be the actual outcome.
              >modifiers are less meaningful when the expected and actual outcome differ a lot. For a curve, a modifier shifts the entire curve to the right or left, meaning when you have a + or - you are more likely to see benefit from it due to extreme cases being smaller. With a flat distribution, modifiers shift the line left or right, which can often make modifiers useless due to hitting extremes on either edge (you have a +5 but you rolled a 1 or a 20 which are much more likely to roll than a 3 or 18)
              >D&D uses a binary pass/fail that exacerbates this issue further. If you have a +4 bonus, but the check requires a roll of 14 (and you reach the check on ties), that means results of 1-9 are still total fails. Despite being 20% better at the task, you can come up totally short with absolutely nothing to show for it. When considered with all the above points, it makes the swinginess of the d20 even worse. This is obviously a system specific problem and not a problem with the d20 itself, but it shows how a common application (binary pass/fail) causes problems.

              says above about the binary pass/fail, it's not a 1d20 system issue, but is an issue with the way its implemented in systems that use the 1d20 as a core resolution mechanic. It's then up to the group to spice it up and make things interesting, and I think I got pretty cozy with that method.

              SWN is a funny example to use, it uses 2d6+stat mod+skill rank for skills and 1d20+stat+skill rank+(level/warrior bonus) for attacks
              a seeming design goal for skills to be not very swingy at all while combat is incredibly swingy

              Oh, it is 2d6 so it's more like a triangle than like a curve. I must have mixed it up with something else. I still think my point stands though.

              • 3 months ago
                Anonymous

                >But as

                D&D is a perfectly serviceable system that has its faults, but HYTNPDND is a meme phrase that came about due to gamers trying to cram everything under the sun into a dungeon crawling system.
                The d20 is a perfectly serviceable die for tabletop roleplaying. There are a couple reasons people look to other die
                >flat distribution is a worse fit for most situations rather than bell curve from multiple dice
                >20 variations means there is a lot of swinginess, the top 20 and bottom 1 show up a lot more often than the top 18 and bottom 3 in a 3d6 system (1/20 chance as opposed to 1/128 chance, making extreme results more rare in multiple dice systems)
                >linear distribution means that although the expected outcome is 10.5, the d20 will roll anywhere along the range from 1 to 20 equally. This is what I mean by swinginess, compared to any curve where the expected outcome is more likely to be the actual outcome.
                >modifiers are less meaningful when the expected and actual outcome differ a lot. For a curve, a modifier shifts the entire curve to the right or left, meaning when you have a + or - you are more likely to see benefit from it due to extreme cases being smaller. With a flat distribution, modifiers shift the line left or right, which can often make modifiers useless due to hitting extremes on either edge (you have a +5 but you rolled a 1 or a 20 which are much more likely to roll than a 3 or 18)
                >D&D uses a binary pass/fail that exacerbates this issue further. If you have a +4 bonus, but the check requires a roll of 14 (and you reach the check on ties), that means results of 1-9 are still total fails. Despite being 20% better at the task, you can come up totally short with absolutely nothing to show for it. When considered with all the above points, it makes the swinginess of the d20 even worse. This is obviously a system specific problem and not a problem with the d20 itself, but it shows how a common application (binary pass/fail) causes problems. says above about the binary pass/fail, it's not a 1d20 system issue, but is an issue with the way its implemented in systems that use the 1d20 as a core resolution mechanic.
                True to a large extent, but degrees of success on a d20 system face the same problems brought up by its flat distribution as pass/fail with modifiers does, since as the same post you quoted points out, it's still very swingy and the highs and lows are much more likely than on a bell curve. So you're far more likely to get extremes of success/failure.

                >3d6 is hailed for providing reliable and predictable results
                >A reliable and predictable random number generator.
                Have you mathlets ever considered that maybe, just maybe, you don't want a random number generators at all? That d and fricking d already solved your problem using the d20 with take 1/10/20? And maybe , just maybe encouraging nerds that are predisposed to optimize the fun out of the game to only take actions that are sure to succeed kills improvisation and out of the box thinking? You know the thing that makes ttrpgs inherently fun?
                Don't reply nerdling. It was a rhetorical question.

                Randomness is the enemy of cleverness, not its ally. When you're facing a flat 20% odds to suck (4 or less) and a flat 20% odds to succeed (16 or greater) on most tasks, improvisation, planning and clever thinking matter LESS than when you can actually leverage these things to shift the curve and reliably improve your odds.

              • 3 months ago
                Anonymous

                16 or greater is 25% odds.

              • 3 months ago
                Anonymous

                And I agree with you on degrees of success, and I think they're better suited for bell curve distribution systems or others where the chance to get any result isn't flat. The thing about the 1d20 system is to make any result interesting, and I think leaning in on the chaos it brings in is the key. Degrees of Success only exacerbate rolling high or low on a 1d20 and doesn't play off of the 1d20 chaos like it does on the bell-curve predictability of the 3d6 (If you roll extremes on a bell curve, you deserve the best/worst stuff).

                What I am doing in my own system that is centered around 1d20 + Modifiers is firstly defining the outcomes not as pass/fail, but as "Outcome goes in favor of the actor/doesn't go in favor of the actor". This does rely on the GM and the group to make the outcome as spicy as they need it to be, but then again it's not up to any game system to make a game group good.

                The issue is that I think a little more guidance is needed than that as far as interpreting the results are concerned. I believe a result of a "1" should always not have it go the actor's way, and a "20" should always go the actor's way, because if there's no chance of either, why roll dice?

                Do you have an opinion on this? I'm not going to shift from 1d20 + Modifiers because I am committed to seeing how far I can take this system. As somebody who'd rather the 3d6 over the 1d20, I think your opinion would be valuable in my endeavors.

              • 3 months ago
                Anonymous

                >Always go the actor's way because otherwise why roll dice.
                Something may be possible and attainable at this level, just not possible for your character. Jim can hit a DC42 this level. I have not memorized your sheet and have no way of knowing if you can personally hit a DC36 on this specific task.

              • 3 months ago
                Anonymous

                But that's another thing, the GM calls for dice rolls. If there's no chance Jim can succeed, the GM shouldn't call for a dice roll and should instead let Jim know on the situation and that he's going to rule his attempts at X a failure, but maybe Jim can come up with another course of action to get around X?

              • 3 months ago
                Anonymous

                >The GM calls for dice rolls.
                You bet. But characters have a lot of numbers. It's impossible for one GM to remember them all and who is how good at what. In my example, the GM remembers seeing Jim hit a DC this high on some other task, and has no idea what your bonus is on this check. You are not Jim, you are Mike.

                Just got out of the shower and I was thinking about it while in there. This is true. I think there should be a type of check (free action) you can do before attempting something that will tell you (you have to tell your GM the total bonus on what you are considering to roll):

                "Piece of cake": you can succeed even on a 1. No roll.
                "I can do this": you can take 10. No roll if outside combat.
                "Looks tricky": you need an 11-17 and have to roll no matter what.
                "Nope": you would either need an 18+ or it's completely beyond you.

                Maybe a DC of 9, add your wisdom mod, to be aware of your own abilities, and if you get a 14+ and its within your abilities, we tell you the exact DC. If you fail it, GM gives you the assessment as if your skill was +1d10 points higher or +1d10 points lower. Why DC9? +1 Wis let's you take 10.

                If we're playing 3.x, my usual go-to is to point out they can print out the skill benchmarks (I do) and have a very good idea of what their bonuses let them do and take 10 on.

                But having a game mechanic to check for this specific thing they want to attempt seems like a good idea.

              • 3 months ago
                Anonymous

                I also wonder if the example with Jim and Mike really is a problem. If I were Jim, I would say to Mike after the game, "Whoops, I should not have given Mike the chance at that action because I was mistaken and thought he had more than he did. Next time around, I won't be ruling it in your favor if you attempt that sort of thing again." If Mike is a bro, he'll understand Jim and play along with him. These things happen.

                I also think it's easier to let the GM tell you those things you mentioned in your post. "That Goblin is having a hard time holding his chipped battle axe, and his ratty hide armor is ill-fitting. He looks like a cinch to take out" and then offer for the party to take 10 on Effort rolls against that goblin and others like him.

                I did get an idea of my own while you were showering that I think ought to be an optional rule: Luck.

                In this system, 1 Luck can be spent on the d20 dice roll itself to make the roll go +/- 1 in either direction, but only for Effort (the 1d20 + Mods rolls) rolls made by or against you.

                To get more luck, you need to be subject to unfortunate circumstances.

                An action not going in your favor grants 1 Luck Point. Because some days, you can't roll above a 3, and you want to fight the result, and granting 1 Luck per time it doesn't work your way will eventually give you the means to do it.

                You can get 2 Luck Points if you make something serious happen to you, whether the action worked in your favor or not. Things like, you opened yourself up to the enemy (they get a +2 Bonus to Effort and Effect Rolls against you until the start of your next round), or you take a -5 penalty to your next action or reaction.

                If you want it to be very severe, get 5 Luck Points, but also basically guarantee you'll get fricked up or you'll lose the means to save others from that fate. You bite a blow hard, or maybe you compromise a critical detail in a court trial, etc.

                But it's the Player's choice.The more input they get, the better.

              • 3 months ago
                Anonymous

                Also,

                >The GM calls for dice rolls.
                You bet. But characters have a lot of numbers. It's impossible for one GM to remember them all and who is how good at what. In my example, the GM remembers seeing Jim hit a DC this high on some other task, and has no idea what your bonus is on this check. You are not Jim, you are Mike.

                Just got out of the shower and I was thinking about it while in there. This is true. I think there should be a type of check (free action) you can do before attempting something that will tell you (you have to tell your GM the total bonus on what you are considering to roll):

                "Piece of cake": you can succeed even on a 1. No roll.
                "I can do this": you can take 10. No roll if outside combat.
                "Looks tricky": you need an 11-17 and have to roll no matter what.
                "Nope": you would either need an 18+ or it's completely beyond you.

                Maybe a DC of 9, add your wisdom mod, to be aware of your own abilities, and if you get a 14+ and its within your abilities, we tell you the exact DC. If you fail it, GM gives you the assessment as if your skill was +1d10 points higher or +1d10 points lower. Why DC9? +1 Wis let's you take 10.

                If we're playing 3.x, my usual go-to is to point out they can print out the skill benchmarks (I do) and have a very good idea of what their bonuses let them do and take 10 on.

                But having a game mechanic to check for this specific thing they want to attempt seems like a good idea.

                I will be afk for a couple hours. I'm still interested in your, and maybe other's opinions if they wish to chip in.

              • 3 months ago
                Anonymous

                I don't enjoy narrative editing mechanics, and go out of my way to remove metacurrencies from games I run. So I'm not the right guy to ask about how to make a good one.

                For me, a good luck system is one which activates randomly with no input from the player, like "roll a d(4,6,8,10,or 12) with your action. If you fail the d20 roll and the luck die rolled a 1, reroll it."
                Luck 1 gets you the D12, and upgrading it gets you the dice that give you more frequent rerolls. It would be more frequent than via luck points, but not consistently available when you need it.

                Or if it does happen when you really need it, it would still activate autonomously based on preset conditions, do it's thing, and then be unavailable for X time or have some cost to be paid or backlash or stacking strain or something. IMO if there is a meta currency the player is expected to track, which the character wouldn't logically know they have, the game design is already failing. YMMV, but it's a break point for me, and I can't see any mechanic that has OOC meta currency management as good.

                If they're explicitly consumable "false luck" items the character has to restock and knows how many they have, that could be alright.

                All of these ideas would pull me in a totally different direction than you're going though.

              • 3 months ago
                Anonymous

                I suppose I could rename Luck to Momentum or something like that, but I do enjoy metacurrencies. But still I think they're better implemented in a game that's trying to play out more like an action-drama or a graphic novel (The Cortex system does that, and I loved it).

                I still think you have a good point. Rolling the dice ought to leave a lot out of your hands, which is why I think including Momentum ought to be an optional rule/variant. I can vouch for the frustration of rolling piss poorly all session long and it always being ruled as "You miss" or "Nothing happens", but that sounds more like a GM problem than a system problem.

                Thanks for reading my blog.

                Re: Mike and Jim. They're both players. The idea is the GM will never remember all the many bonuses different players have, and therefore can't know which players have a chance of success at which DCs without being told immediately before the roll what the player's total bonus is.

                This does raise the issue of making sure one knows where all the modifiers are coming from. If it's like D&D 3.X, the modifiers are going to be getting large and coming out of nowhere. This is why my system is going to have different trait groups to make it easier for the GM to ask where the numbers are coming from.

                Also as a guy who has GMed over a long period of time, I'd rather trust my players. If my players would pull the wool over my eyes especially with regards to getting ahead, then I can't trust those players. In other words, the Mike & Jim problem is an out-of-game problem rather than an in-game problem. Out of game problems call for out of game solutions, while in game problems call for in game solutions.

              • 3 months ago
                Anonymous

                >Mike and Jim is an out of game problem.
                >Pull the wool
                That's not an out of game problem, that's just a total nonsequitor. The "problem" has nothing to do with cheating, it's
                >"why did you ask me to roll if I couldn't even succeed on a 20".
                "Because there was no way for me to know you couldn't succeed on a 20, because it's impossible for me to memorize all your many skill totals and circumstantial bonuses, and success on this check is possible at this character level (calculated and summed up on this table on my DM screen), even if your bonus sucks too much to manage it".

                If we haven't established some procedure whereby I find out what your total bonus is *right before* you roll for something, I cannot possibly know if you personally can meet the DC and the onus is on you to know what approximate DCs are for what and know your odds. It's not always reasonable for me to tell you the DC in advance. Particularly for opposed checks, though, often I have said "make me a DC 35 jump check then", in scenarios where I think it makes senze to know how hard it is at a glance.

              • 3 months ago
                Anonymous

                Alright then, here's my answer.

                In my system, it's rare for the following to be above a certain modifier:

                Attributes: +5 (Theoretically more, am working on a better limitation system for Attributes)
                Racial: +2 (Halfling gets a +5 in an extraordinary circumstance, but that's about it)
                Skills: +10
                Feats: +5
                Equipment: +2

                All bonuses of the same kind don't stack, but overlap. I would ask, "If you were to jump that chasm, what modifiers would you select to jump?" Then you can add the modifiers right there and then, and then add 20 to it to see the maximal possible limit.

                Going with overlapping rather than stacking does control the numbers a good deal, and a GM ought to be aware of what sounds right and what doesn't.

              • 3 months ago
                Anonymous

                Ah. The big digression is I *like* the idea that Jim level 20 can buy his jump up to a +46 in skill proficiency bonus if he wants, and you, Mike level 20, may have only chosen to have bought it up to a +5. It will almost always 'feel right' while being attainable for some PCs and unattainable for others, based on the characters they chose to make. If all the PCs are to be homogenous, it makes me wonder why we would have skills at all.

              • 3 months ago
                Anonymous

                The question is how exactly does Jim get a +46 Jump Skill? +10 (Rank 5) is represented as being the best there is, and chances are they will have feats, equipment, and other modifiers to represent that as opposed to Mike who isn't that committed at high jumps but can still leave an odd gap or two as they come up. This is done to keep the numbers manageable by most, and +10 is half of 20, and considering the other factors that go into a Jump, I think it's about right for what a 1d20 + Modifiers system ought to be cooking up by and large. The beauty of a 1d20 system is that it does function even if you get to +9000 or more, but the 20 difference in the DCs of that scale does make it look silly.

                I am open to having my mind changed on this, but I still think that less is more in this case. I still think 5E D&D is too little, and D&D 3.X is too much such that skill focus and such are practically useless feats.

              • 3 months ago
                Anonymous

                >Where is he getting that +46?
                23 ranks and a single +23 competency bonus from a skill boosting item (what you can craft is capped at the ranks you have. If he's buying it and he could buy from an epic level character, he could afford a higher bonus).

                That's before ability modifiers or feats or anything else. I don't have skills capped at 10 ranks, I'm not running e7 or similar.

                I think you're an alright guy, but it does seem clear that we enjoy pretty different kinds of games, with you liking new trends, and me liking the 90s trends towards explicitly spelled out more simulationy mechanics.

              • 3 months ago
                Anonymous

                3.X was my first love, but she taught me so much. You're not wrong for liking what you do. I personally feel that systems around the d20 are saturated with simulation types of games so I want to take it in a different direction while playing off of its strengths. It's not going to be for everybody, but I'm still going to aim to make sure there's something for everybody.

                As for why the limits? I have it so that 5XP is enough to buy...

                +1 Skill Rank (Adds +2 Skill Bonus)
                +1 to one Core Attribute
                +1 Feat (Each Feat comes with a small array of effects to limit Feat taxes)

                If any one of those gets to be too large, I feel it would be over-represented. If I make it so that Rank 10 is the maximum and I keep it to being a +2 Skill Bonus per rank, Skills would dwarf Attributes, Feats, Racials, etc. I'll need to do something to increase those limits too.

                But if I keep it to 1 Skill Rank equals +1 Skill Bonus, I can break Feats up into each individual ability, but what about Attributes? Those will have to cost twice as much as a Skill Rank due to affecting both Effort and Effect Rolls.

                It's just ugly is all.

              • 3 months ago
                Anonymous

                Have you looked at Eclipse? You could probably adapt a lot of parts from it for your system, from what it sounds like.

                I don't think d20 games have much in the way of simulationy games, actually. I would say 3.5 proper is one of your more simulationy d20 options (out if the ones I've seen, anyways), and I think it's lacking in that regard. I want to bring in simulationy subsystems from AD&D and GURPS, and also look through Rolemaster and Hârnmaster and Mongoose Runequest and Mythras to see what I can adapt. I dunno what I'll find, but I'll look at CJ Carella's Witchcraft, too. Maybe even a thing or two from Shadowrun 4th Edition. - wait. Mongoose d20 Conan. That was a bit more simulationy than 3e proper. And I may crib some other things from it as well. Lol.

              • 3 months ago
                Anonymous

                I have not looked at Eclipse. Is that the full name?

              • 3 months ago
                Anonymous

                Eclipse: the Codex Persona.
                Came out in 2007.
                It's a 3.x classless point buy character building system. It's not a whole game though. You can bolt it onto d20 modern, or pathfinder, or 3.5, or 3.0, or a few others, and it replaces your classes.
                Main book is free as shareware. You can order it PoD from Lulu if you like it.
                https://www.drivethrurpg.com/product/51255/Eclipse-The-Codex-Persona-Shareware

                And here's his blog. It has some fun builds and such.
                https://ruscumag.wordpress.com/

              • 3 months ago
                Anonymous

                Also, thanks for the links! I do enjoy free game pdfs.

              • 3 months ago
                Anonymous

                I do think the second book is worthwhile. The main book is really lacking in examples, while the second book is full of them, and weirder ways to apply his main book rules which I wouldn't have come up with that are further from a typical D&D type framework and more in a GURPy direction. You can manage from his blog instead if you use his indexes and search filters (he talks about other game systems on that blog too, not just his own), but the 2nd book is much more convenient to flip through, IMO.

                What you posted here made me remember something important, and that is my general dislike for the power systems found in 4E and even Star Wars SAGA when it came to Force Powers and Pilot Maneuvers. It comes with the side effect of thinking of what your character can and cannot do in terms of a list of options rather than just be given a broad understanding and being set loose to figure out what to do with it.

                If I am to incorporate those abilities, I cannot have them be set powers. I like how they were written out in Mutants & Masterminds (I borrowed a lot from that system).

                Maybe I can come up with a list of fantasy character archetypes, such as the Vanguard (the archetypical "main character", but isn't because they are playing with other PCs), the Mentor, the Anti-Hero, the Defender, etc. Each of the archetypes ought to also have a capstone ability to encourage playing up their archetype. I guess XP can be used to advance them, but I would rather something else. The idea is still very raw.

                Not sure how you feel, but chatting with you has been very valuable to me. Thank you, anon.

                It's been a fun chat for me as well. I'm on the mend, but we're all stuck at home with covid at the moment, and my wife still hasn't quite recovered her sense of smell or taste (but if she really inhales she can smell things a little bit, though it makes her dizzy, so it seems to be very slowly coming back), and I've still got a sore throat and am coughing up a lot of phlegm. Feel free to stop by 3.5g and get my attention about homebrewing stuff sometime, I'm the anon who makes all the OPs that have to do with homebrew, and I check that thread many times a week.

                You could absolutely make broad archetypes. Think something like GURPS lenses, or I suppose 3.5 Templates; with your various amounts of plot armor baked into them. Either as your 'classes' or as just a small package you pick one of at the beginning and then you buy whatever you want from some general pool, like the Culture / Profession / Social Class of Rolemaster / Mythras.

              • 3 months ago
                Anonymous

                I don't go into the 3.X Generals often, but now that 3.X is no longer in the limelight, I find the remaining fanbase there to be a lot easier to talk to about the system for its quirks, both "positive" and "negative". Sorry you and your wife are sick, but as they say, "This too shall pass".

                I also want to avoid classes in my system, too. It's great for getting a mold for something playable right away, but also confines the class to the vision of the designer rather than to the vision of the one making the character. If I am to administer "Heroic Archetypes", I need to be mindful of this. But that's all work for later down the road. I still gotta finish writing my primer!

                But yeah; I appreciate how flexible skills are, compared to rigid powers, though I'm fine with magic being rigid powers. GURPS Powers may be less or more rigidly defined than what you describe, depending how you build them.

                I'm also fine with magic being more rigid, and let each GM decide just how rigid it is while providing a guide for how to rule the rigidity of magic, such as if it requires long drawn out rituals and a lot of components, or if it can be used spontaneously. It's the mundane stuff that I want open to everybody, even if they would normally be terrible at a particular application of a mundane skill.

              • 3 months ago
                Anonymous

                Yeah; they're way less dogmatic now that it's a dead game, which is much better. Especially where RAW is not my thing, I like making my own homebrew, and have been doing so since like 2004.

                I want to have classless as an option, but I actually do want to have a bunch of classes as well, but for quick grab & play progressions for a lazy or brand-new player (it should ideally be a full build from 1-20 with everything picked out for them); and also for a buffet of 'here is a themed set of character traits and how many points they're worth, which you can learn if you have the points available, as appropriate.' For people who may want to 'pick up some ranger stuff'.

                I just started copying his PF1 ranger into a word doc to start disassembling, and eventually reformatting to look like the classes in GURPS Dungeon Fantasy. Placeholder image found via an image search - I didn't make it.

                I plan to combine it with ideas like his archetypes; maybe somehow reworked into a Race + Culture + Social Class + Educational Background + Profession + Class framework, again inspired by RM and Mythras, and then the Class bit can be swapped out for raw point buy or players designing their own progression if they want to. But some features you could pick up (like a scaling spell progression or a scaling animal companion) would eat up future points too, because they scale.

                Anyways I'm off to bed.

              • 3 months ago
                Anonymous

                I should be doing the same. Thanks again for all your help!

              • 3 months ago
                Anonymous

                >covid
                God damn you fricking moron covid was never real

              • 3 months ago
                Anonymous

                >The illness your family has is not real
                Then what do you think my test detected that causes this specific grab bag of symptoms (incl complete loss of smell and taste)?

              • 3 months ago
                Anonymous

                Watching tv, as before you morons got brainwashed everyone knew what the common cold was

              • 3 months ago
                Anonymous

                >Muh TV Brainwash
                That would be impressive, given the last time I watched news TV, Obama had just been elected, but sure. Lol.

                >my test detected
                Christ, please enlighten me with how you believe your plastic stick is testing you for a viral infection. Go ahead and google it, (you have no fricking idea how it is even purported to work) and repeat whatever the narrative is while cognitive dissonance eats at you because you know it obviously isn't true.

                You NPCs are goddamn moronic.

                >PCR Tests are Voodoo
                Oh. I hadn't heard this one before.

                K. Have a good day.

                I should be doing the same. Thanks again for all your help!

                What's up, other homebrew anon?

              • 3 months ago
                Anonymous

                >What's up, other homebrew anon?

                Just celebrated my birthday. How's you and your wife?

                I'm going to be doing a lot of writing for my game today, but I have been thinking a lot about what you said about my "Luck/Momentum" system and Heroics, and I think I am seeing where you were coming from. You, and some other anons I think are fine with some level of currency so long as if the PC or NPC knows they have it, and isn't just a thing that only the Players would know they have (metacurrencies in other words).

                I still want to support those who don't mind metacurrencies or even like them (like me), but I also need to provide for those that don't. I think bringing back some level of a Power system for those that don't want their heroics defined by where Luck/Hero/etc points are spent. The "Defender" hero type will get more powers to assist with coming to another's aid or even mitigating Effect Points racked up onto them, while the "Vanguard" has a greater edge in rallying his allies to a common cause and striking finishing blows, while the "Anti-Hero" will have more resources for going alone, overstepping morality, and even some support when it comes to playing off of the more heroic/moral types. Stuff to make them feel like they're playing those kinds of characters in a game medium.

                My concern with pigeonholing players and PCs to only having a certain interpretation I think can be addressed by letting Players split between the archetypes at will.

                If you've heard of Trailblazer, it's I think a very well done fan supplement to D&D 3.5 that should have been what Pathfinder was. It's not without its imperfections but I think it's a good step in the right direction (You won't like their necessitating Action Points), but the way they have Action Points set up is by organizing them by fantasy hero archetypes. I stole the hero archetypes from that supplement. My challenge is to make them my own.

                Thanks for reading my blog again.

              • 3 months ago
                Anonymous

                We're feeling better, mostly. She can smell stuff a bit now, still no taste. Tomorrow is her first day back at work.

                >Ammo is fine if it's in character.
                Yes

                >Per player
                It's worse if I need to play with meta currencies, but I think it really needs to be a campaign toggle. I don't want to play a game with metacurrencies, not just don't want to use them myself. My "half a shot of diarrhea in the soup is not a compromise" comment was a reference to half measures where "you don't get to choose if you're playing a game with metacurrencies, you only get to choose how much you personally use them". Eclipse phase comes to mind.

                Your powers on roles idea sounds like it has potential, but yeah; I would say, offer meta currencies as a yea or nea campaign toggle, not an individual character thing.

                I bought trailblazer when it came out. I like it's math analysis, I'm less sold on some of it's "improvements". It's "everyone has all the spells" thing in particular, and yeah, I also didn't like their action points.

                But their spine analysis is one of the things I'm referencing for my wbl replacer.

                I got a bit done too. Working on my ranger class book some more. I decided a while ago that my design paradigm wasn't to be one big disorganized everything book, but many smaller topical volumes. If I do have a multi-topic corebook it won't include any character options or equipment and will be like a RC type manual.

              • 3 months ago
                Anonymous

                >but I think it really needs to be a campaign toggle.

                I agree completely.

                I also have another question for you, and this is a core feature in my game that I am working on. It will take some background to get to that question, so bear with me.

                My system makes a distinction between Effort Rolls (1d20 + Modifiers), and Effect Rolls (1d4/6/8/10/12 + Modifiers). If the 3.X Attack Roll is an Effort Roll, then Damage is an Effect Roll. The thing is, I want this system to work not only in fights, but also in any situation where opposed parties are trying to overcome the other, so that it can apply to a heated debate, a race to the finish, etc.

                Effort Rolls are for when it's unclear how the action will turn out, while the Effect Roll is for when it's unclear to what extent. No doubt the Assassin attempted to kill the nobleman with a crossbow shot, but the nobleman won't be a sitting duck either and thus won't make the shot a clear kill if he can help it.

                All an Effect Roll does is apply a number of Effect Points onto the target towards the target's relevant Threshold. If the total number of Effect Points on a target's Threshold meets or exceeds the Threshold itself, then the target falls to a major debilitating effect befitting of that Threshold, so that a Constitution Threshold that got overcome might impose a really bad gushing wound that applies further Effect Points per turn, or maybe they keel over and need to rest for a full round before they can get back up to fight in earnest. It might even be a minor scar that, while cosmetic, is still permanent. Then if the Threshold gets exceeded again, the next effect will be lethal if the declared action has the potential to be lethal (otherwise, it's like the previous "non-lethal" effects). It may mean death, losing a useful/vital limb, falling unconscious and needing a good long rest before coming to, etc. I think you get the idea.

                Next post is the question with a little more background. (Character limit)

              • 3 months ago
                Anonymous

                Cont.

                Before the Threshold is reached, a character can impose other Effects onto the target at the cost of Effect Points. By expending 2 Effect Points, the target can also be subjected to an effect that imposes a -2 penalty onto them so long as they are in a bad position, or maybe granting others a +2 Bonus against them while the target is pushed into a bad position, etc. At the cost of 5 Effect Points, they can make the penalty be a -5 Penalty, or the bonus a +5 Bonus, or maybe still keep the +/- 2 Bonus/Penalty, but make it more of a bear to get out of the bad position. You can also spend 1 Effect Point to grant the next effect against them that imposes Effect Points impose 1 more Effect Point than normal, or maybe at the cost of 1 Effect Point the next Effort Roll against them will be at a +1 bonus per Effect Point spent, etc.

                Now is where you come in.

                I see this system as the means for the Player to decide what exactly his action did without leaving it purely up to GM fiat. I think something like the outcome of the PC's action is more tangible to the PC than something more abstract like Hero Points or even Luck that only the people around the table would know.

                Now my question to you. Would you be willing to give something like Effect Points a try? Or is there something off about it that I ought to know about?

              • 3 months ago
                Anonymous

                Effect points sound a lot like a second meta currency, being used to do fate style compels or something similar. If I'm misunderstanding let me know, but from what little you've said it sounds like they're more of that same thing I've hated a thousand times before.

                >"Would you be willing to give it a try"
                Maybe, but I would be going in with very low expectations, from what I've heard so far.

              • 3 months ago
                Anonymous

                FATE isn't a system I have a lot of knowledge about, but I have heard of it. I read the SRD here: https://fate-srd.com/fate-core/invoking-compelling-aspects

                I'm thinking I should give you an example of what Effect Points are, because compelling sounds different from what I had in mind. An ability in D&D 3.X is the Rogue ability of Crippling Strike which, if you sacrifice 1d6 Sneak Attack Damage in return for dealing 1 or 2 Strength Damage to the target (I can't remember the exact number)- it's more like that, except it doesn't just have to be Strength that gets crippled.

                Now, the example:

                Bob the Fighter strikes Yozz the Orc with his Broadsword. The Effort roll was successful, Bob rolls the Effect Roll. Broadswords use a d8, and Bob's Strength is +2. Thus, Bob rolls d8(6) + 2 = 8. Thus, Bob applies 8 Effect Points against Yozz. Yozz can take some punishment, as his Constitution Threshold (which represents the body) is 14, but Bob figured that Yozz could take a beating with his musculature and frame. If Bob wants to, he can keep all Effect Points on Yozz to count against his Constitution Threshold to bring Yozz up to 8/14 (and if it becomes 14/14, a serious effect comes onto Yozz), but Bob decides that he doesn't want to allocate all Effect Die onto Yozz. Instead, Bob wants to cripple Yozz somewhat. Bob is going to play the long game with him.

                So Bob decides to spend 5 of the Effect Points he inflicted onto Yozz to make him start losing blood rapidly (With a broadsword that sharp? He absolutely can pull this off).

                (Cont, comment too long)

              • 3 months ago
                Anonymous

                (Cont.)

                Bob has a choice to either have Yozz take an extra 5 Effect Points towards his Constitution Threshold at the end of his turns, but the effect only takes a minor action to recover from, or he can make Yozz take an extra 2 Effect Points towards his Constitution Threshold at the end of his turns, but make it take a major action to recover from it. Bob chooses the 2 Effect Points/Major action option, and then decides to leave the rest of the Effect Points afflicted onto Yozz there.

                Thus, Yozz has 3 Effect Points towards his Constitution Threshold of 14 (3/14), and a bleeding effect that has him take 2 more Effect Points towards his Constitution Threshold at the end of his turns until he is able to take a Major Action to stifle the bleeding for a time (such an action will no doubt let Yozz's guard down, too).

                Again, when that Threshold is reached, something really bad happens. If it was only the first time the threshold was reached, Yozz will succumb to the effect and maybe lose his turn, or take a persistent -2 penalty to his Effort Rolls until he manages to take a short break, or some other effect of the stort. The second time the Threshold is reached or broken could very well be fatal or leave Yozz disfigured.

                It's long winded, but I hope that clarifies things a little more. From what I've read of Compel from FATE, the two don't sound exactly the same, but I might be misinterpreting that one too.

              • 3 months ago
                Anonymous

                Oh. So effect points aren't a resource you track out of game, it's multiple ways for you to apply your (damage) value to the target, presumably with at least some example effects provided?

                I think I would prefer if you declared what you wanted to spend it on before you roll for a bit more surprise in how it turns out, but I don't hate that.

              • 3 months ago
                Anonymous

                Aye, there is an option with that. After all, the Effort roll starts with the player declaring their intent, and the intent can be quite complex (I'll talk about CAPs because I'm on a roll here).

                If it's a, "Bob wants to disarm that thief by jamming his broadsword into his wrist!" Then I as the GM would say, "That sounds like it hurts, and it's going to leave the thief without his dagger. It'll cost a Major action for the fact that it calls for an Effort Roll to make it happen, but it'll also cost another Major action for the fact that you're doing another action that would be contested with it. That's two Major Actions! What's more is targeting the wrists like that I think also ought to apply the Effect to the Dexterity Threshold as well as the Constitution Threshold. However! After this action is done, you will get a Complex Action Penalty which will penalize all future Effort Rolls Bob makes by -5 per CAP until it goes away.

                Then if Bob's Effort succeeds, he'll hurt the thief hard, and apply an equal amount of Effort Points towards the thief's Constitution and Dexterity Defenses. On top of that, the Thief will be disarmed of his dagger, because that was Bob's intent and the GM approved of the course of action.

              • 3 months ago
                Anonymous

                That sounds sensible, but perhaps a little overly fiddly? I think I would have to try it to see if it's hard to keep track of. It also sounds like there are underlying rules at play that I don't know, so some stuff is coming out of left field. But yeah. That's not what I was imagining, and it sounds much better than what I thought you were describing.

                My day was less innovative. Just working on my a la carte Ranger feature buffet based on mostly-followed Eclipse rules, with a bit of common sense math applied as well, like if an Eclipse feat gives you three of something for 6 pts, and you only need one of them, that's 2 pts, even if that dividing is not one of the modifiers available in the book.

                I got through processing most of the PF1 core ranger abilities though, and changes were made, like a custom 0-5 spell slot progression that starts at level 1. Inspired by the 3.5 wizard, the duskblade, and the 5e ranger.

                So, y'know. Progress.

                It's starting to look a bit like the GURPS Dungeon Fantasy RPG professions, which is the goal. Classless point buy being used to build classes or customize them, no fiddly prereqs like normal 3.5, and the classes should be flexible themed packages of abilities, not rigid 1-20 tracks.

                Once I've ironed out the overall rules better, I'll loop back around to each class booklet and write out a full 1-20 build for an iconic of each class, so a newbie can just grab one and go, but the idea is that a more seasoned player, even staying within "Ranger" class, will be customizing their progression for their character.

                Kindof building a system to wrap around Eclipse, with the Eclipse book being used as an optional DM homebrewing tool and not needing to be player facing.

                (In addition to class booklet there will be a skills booklet and gear and goods and services and magic items and combat and other topics as they come up).

              • 3 months ago
                Anonymous

                The new Effort Points addition has thrown the balance I had in previous renditions of this system into disarray, and part of why I was harping about Effect Points so much to you is because they are still a new concept and one that I want being a core part of the game. I'm glad that you as somebody who hates metacurrency is giving Effect Points a pass, which gives me the cue to see how much further I can take this concept.

                When I GMed this system for my group, figuring out how many actions an intended course of action costed has tripped me up from time to time. After the game session, if I made a mistake or two, I would mark it down and then let the player(s) know who benefited or took the piss for it what the actual amount is.

                Also, the old system I had was a Hitpoints system that was just Strength Defense + Constitution Defense + Modifiers, or maybe Composure for Wisdom Defense + Charisma Defense. With this new Effect Point system, the Attribute Threshold has been included so that you have Constitution and Dexterity Thresholds, but more than just that, too. When writing out my example, I had to do away with a hypothetical definition of a Major Action as "The action's Effect applies against a Defense". I'm going to need to finish this draft and playtest it by myself and then with my group some more, but a lot of this is still on the drawing board.

                Sounds like you still got more done than me. I personally am more of a fan of non-spellcasting Rangers who call more on resourcefulness than on magic. I like when a Ranger (or a Scout) can use their abilities to designate terrain and features as having different properties, or even find more ammunition than marked down. This gets into the realm of metacurrency if you're not careful, but it's your creation.

                I like how classes are in Star Wars SAGA where it's just "Bonus Feat/Talent" every level or some variant of it, and it sounds more or less like what you're going for here.

                Character Limit.

              • 3 months ago
                Anonymous

                (Cont)

                I'll admit I'm not the most familiar with GURPS, but it is fun to be a GURPS fanatic to shitpost.

                Anyways don't let me distract you from what you gotta do. You've been a great help for me, and I'm more convinced to keep building up Effect Points as a core feature now that a guy who hates metacurrency approved it. I'll be on the lookout for more updates, but I'm more apt to frequent the Amateur Game Design threads more than the 3.X threads. It might behoove me to go to the 3.X threads, since I did derive the roots of my own system from what I learned from 3.X.

                I like Mutants and Masterminds. It’s a d20-based superhero system with a lot of customization options. Tons of fun. It exemplifies what many people dislike about d20 systems, though.

                The only way to reliably do anything in the game is to have double-digit modifiers in every stat and skill. The game does away with modifier derivatives (10 STR in DND is a +5 modifier, where 10 STR in MnM is just +10). It also includes a tank and measure system that scales modifiers way, WAY upwards in actions, so that a comparatively weak DND character would, mechanically, be far superior to baseline humanity. The conclusion is that d20 systems are only fun at higher levels of play. 99% of complaints you hear about DND come from players slogging through level 1,2,3. At those levels you really are dependent on the dice gods and the game feels capricious and random.

                That game is a lot of fun to make characters in, but playing them out does get dicey, I agree. The systems in place to make your own superpowers are really well down (and I stole them by and large for my "Fantastical Power" system for those games where one wants Fantastical Powers be spontaneous and flashy).

                Because most systems that use a d20 are just slight variations on D&D and carry most of the same flaws. Statistically multiple d6s or d10s will always be better or if you want a granular role like d20 then percentiles do the same thing but once more in a better way.

                How exactly are multiple d6's and d10's "better"?

              • 3 months ago
                Anonymous

                To correct myself, maybe not "Approved", but not outright rejected.

              • 3 months ago
                Anonymous

                Yeah, I rarely go to the game design threads. I should drop by there more often.

                The new Effort Points addition has thrown the balance I had in previous renditions of this system into disarray, and part of why I was harping about Effect Points so much to you is because they are still a new concept and one that I want being a core part of the game. I'm glad that you as somebody who hates metacurrency is giving Effect Points a pass, which gives me the cue to see how much further I can take this concept.

                When I GMed this system for my group, figuring out how many actions an intended course of action costed has tripped me up from time to time. After the game session, if I made a mistake or two, I would mark it down and then let the player(s) know who benefited or took the piss for it what the actual amount is.

                Also, the old system I had was a Hitpoints system that was just Strength Defense + Constitution Defense + Modifiers, or maybe Composure for Wisdom Defense + Charisma Defense. With this new Effect Point system, the Attribute Threshold has been included so that you have Constitution and Dexterity Thresholds, but more than just that, too. When writing out my example, I had to do away with a hypothetical definition of a Major Action as "The action's Effect applies against a Defense". I'm going to need to finish this draft and playtest it by myself and then with my group some more, but a lot of this is still on the drawing board.

                Sounds like you still got more done than me. I personally am more of a fan of non-spellcasting Rangers who call more on resourcefulness than on magic. I like when a Ranger (or a Scout) can use their abilities to designate terrain and features as having different properties, or even find more ammunition than marked down. This gets into the realm of metacurrency if you're not careful, but it's your creation.

                I like how classes are in Star Wars SAGA where it's just "Bonus Feat/Talent" every level or some variant of it, and it sounds more or less like what you're going for here.

                Character Limit.

                >Non-spellcasting rangers
                I definitely prefer "guy with noncombat nature magic and a cool pet" druid-fighter rangers. But thanks to the pointbuy nature of the thing, if someone wants to play a spell-less ranger, they will just have a big bucket of points to spend elsewhere.

              • 3 months ago
                Anonymous

                Then I think you're on the right track with the Ranger options. I'm sure you'll cook up something nice. I don't have much else to add other than friendly encouragement.

              • 3 months ago
                Anonymous

                No worries, bruh. I wasn't really looking for any advice, just someone to talk to while I work on stuff. It was fun being a sounding board for your effect mechanics and such.

              • 3 months ago
                Anonymous

                Ciao homebrew anon. HMU sometime in the 3e thread, show me your progress.

              • 3 months ago
                Anonymous

                >my test detected
                Christ, please enlighten me with how you believe your plastic stick is testing you for a viral infection. Go ahead and google it, (you have no fricking idea how it is even purported to work) and repeat whatever the narrative is while cognitive dissonance eats at you because you know it obviously isn't true.

                You NPCs are goddamn moronic.

              • 3 months ago
                Anonymous

                Have you looked at Eclipse? You could probably adapt a lot of parts from it for your system, from what it sounds like.

                I don't think d20 games have much in the way of simulationy games, actually. I would say 3.5 proper is one of your more simulationy d20 options (out if the ones I've seen, anyways), and I think it's lacking in that regard. I want to bring in simulationy subsystems from AD&D and GURPS, and also look through Rolemaster and Hârnmaster and Mongoose Runequest and Mythras to see what I can adapt. I dunno what I'll find, but I'll look at CJ Carella's Witchcraft, too. Maybe even a thing or two from Shadowrun 4th Edition. - wait. Mongoose d20 Conan. That was a bit more simulationy than 3e proper. And I may crib some other things from it as well. Lol.

                But that's what I meant by different taste in games. The narrativist metacurrency luck points hero points stuff that has become popular in more recent games is like... A shot glass full of diarrhea. If you put it in my soup, it's going to ruin my soup. And half a shot glass is not going to be an acceptable compromise.

                (And yes, I hate Edge in Shadowrun, regardless of how long they've had it).

                The new-to-me games I have found myself enjoying either came out in the first few years I had been playing Tabletop Games, that'd I had missed, or they were out of print before I started gaming. The ones I've liked that were newer, were not that different from an older edition that came out 1980-2005.

              • 3 months ago
                Anonymous

                The metacurrency stuff won't be part of the core of the system, but I still think working out how to work it in for those who may want it is a good idea, much like with character level, or even Hero Points and such. It's supposed to play out any kind of fantasy game, and metacurrency is good at giving you a place to shine and turn things around.

                But I do have a question for you. Is there a better way of doing a heroic fantasy feel without the metacurrencies that you can think of? Dice are beautiful in their ability to turn up a number without bias (assuming they aren't loaded), but that lack of bias can also sour an otherwise great moment without GM intervention. Am I making sense with my inquiry? It shouldn't just be GM fiat and call it a day, even if the GM's input is paramount.

              • 3 months ago
                Anonymous

                You're talking about like, plot armor, without player controlled metacurrencies?

                Sure. You constrain the dice one way or another.

                Various abilities like:
                >If you would fail a saving throw and the result would likely kill you, you pass instead. 1 hour from now, take 2d3 con damage (or a negative level, or some other appropriate pain). This ability is usable once per week.

                Maybe not even with a cooldown.

                Or

                >If you would roll beneath a 6 on a skill check for a skill in which you are proficient, treat that roll as a 6 instead.

                You just don't make them discretionary or give luck points to count.

                You have GURPS Powers; and GURPS Powerups Enhancements and Limitations? PU Limitations has some cool drawback and backlash type limitations. I kindof like those. Those three books (who are tiny) are worth having when you're thinking about designing abilities, even if you're not using GURPS.

              • 3 months ago
                Anonymous

                Wait, no, for the "prevent death" ones, you'd need a cooldown. That comment was an afterthought, and poorly considered.

                Also, thanks for the links! I do enjoy free game pdfs.

                You're welcome. I liked it enough I bought the 2nd volume, which is mostly sample builds.

                He has a spell design book too, called Practical Enchanter. I haven't done anything with it yet but I've skimmed it and it looks good.

              • 3 months ago
                Anonymous

                *Two are tiny. Powers is not.
                Fricking spell check.

                But yeah, I would rough out some plot armor powers off the cuff, or using gurps, if I wanted to add more plot armor for my PCs.

                Probably make them buy them though, not give them out automatically.

              • 3 months ago
                Anonymous

                What you posted here made me remember something important, and that is my general dislike for the power systems found in 4E and even Star Wars SAGA when it came to Force Powers and Pilot Maneuvers. It comes with the side effect of thinking of what your character can and cannot do in terms of a list of options rather than just be given a broad understanding and being set loose to figure out what to do with it.

                If I am to incorporate those abilities, I cannot have them be set powers. I like how they were written out in Mutants & Masterminds (I borrowed a lot from that system).

                Maybe I can come up with a list of fantasy character archetypes, such as the Vanguard (the archetypical "main character", but isn't because they are playing with other PCs), the Mentor, the Anti-Hero, the Defender, etc. Each of the archetypes ought to also have a capstone ability to encourage playing up their archetype. I guess XP can be used to advance them, but I would rather something else. The idea is still very raw.

                Not sure how you feel, but chatting with you has been very valuable to me. Thank you, anon.

              • 3 months ago
                Anonymous

                (That second book has scaling magic items, mecha pilots, all the main 3e/PF1/Star Wars classes, social templates, races, cyberware, an indepth martial arts system, and some other weird shit) - Much of which can also be found on his blog too; so definitely check it out there. Umm. I'll get links.

                Here's the free stuff on his blog.
                https://ruscumag.wordpress.com/atheria-d20/

                The "Archetypes and Roles" articles wil play well with the plot Archetypes you're describing, I think.

                https://ruscumag.wordpress.com/2008/07/16/archetypes-and-roles/

              • 3 months ago
                Anonymous

                I bookmarked the Archetypes and Roles article. I hope I can remember why I did it down the road...

              • 3 months ago
                Anonymous

                But yeah; I appreciate how flexible skills are, compared to rigid powers, though I'm fine with magic being rigid powers. GURPS Powers may be less or more rigidly defined than what you describe, depending how you build them.

              • 3 months ago
                Anonymous

                Ultimately I'm relatively happy with how 3e's skill checks work, if not the number of points handed out by class, but they do need the player to learn their character, like spells, and know when to take 10 or when to roll. There's probably a way to spoon-feed the newbies and lazy players, but I would prefer it not be terribly slow or add a bunch more work to me to do so; and they could use some additional solid benchmarks and maybe some slight benchmark tweaking. Skills & Spells in a mobile app that lets them see at a glance the benchmarks relative to their take 10 and what's impossible, would be decent.

                The system needs a lot of work in some other areas, but this one specifically, I think is mostly good, aside from a player who thinks they can accomplish literally anything if they roll a 20, or thinks that the GM should know (with no information) what their personal superhuman adventurer can and cannot do in every regard.

                If we wanted to decide some skills (like jump, spot, or the knowledges) have a minimum that scales with level - I could see making them not normal skills perhaps. I think as-is works fine up to about level 16 or 17, but I admittedly have not played in or run an epic campaign. Either way, infinitely better than the 5e approach.

                I suppose ultimately you were right, it has looped around to being an out of character problem, but not one of cheating, one of "learn your character".

                Maybe at the end of the day, the answer is to just print out the skills and have multiple copies floating around the table.

              • 3 months ago
                Anonymous

                3.X is the least granular point-buy system on the market, at least back in the day. I appreciated the concept of Skill Points, and while I agree that they do incentivize one to learn the system, I feel that 3.X leaned too much on system knowledge and too little on what the GM brings to the table. 3.X has a reputation of being won on the whiteboard and not in game, but that isn't because of skills.

                And yes, "learn your character" is vital for each Player, and the Players are responsible for their PCs and for understanding how they work. The GM is trusting the Players to play up to that well, and Jim and Mike both need to know what to do. If Jim has +46 Jump Skill while Mike has only +5? Jim will be relied on to blaze the trails when it comes to traversing over gaps while Mike helps. I see no inherent problems there, because Jim put so much into Jump that jumping is no longer an object.

              • 3 months ago
                Anonymous

                And it's GURPS-like in it's granularity as a point buy system if you use Eclipse for building characters instead of the default classes and feats (which, these days, I am inclined to do). Eclipse Volume 2 (or his blog) have Eclipse builds of all the base classes and then some, so if someone wants to start from wizard and change things around rather than design a character progression from scratch or fake it as they go - that's easy to do.

                3e still has a bunch of issues, but the biggest one goes away by using Eclipse for character building and not rigid classes or feats with complex prerequisites.

                After that... Well, I'm working on something to fix WBL.

              • 3 months ago
                Anonymous

                Re: Mike and Jim. They're both players. The idea is the GM will never remember all the many bonuses different players have, and therefore can't know which players have a chance of success at which DCs without being told immediately before the roll what the player's total bonus is.

              • 3 months ago
                Anonymous

                >What I am doing in my own system that is centered around 1d20 + Modifiers is firstly defining the outcomes not as pass/fail, but as "Outcome goes in favor of the actor/doesn't go in favor of the actor"
                This sounds like the same thing, but more nebulous. Edge of the Empire with its wacky funtime special dice does this with options for "success, but with a setback" or "failure, but with a benefit" or a mix thereof and in between, but its kookoo unique dice actually allow it to represent that mechanically rather than leaving it all up to the GM to decide whether a result means "Yep you succeed" or a more moderate "Things go in your favor generally, but not completely". I'd definitely look at that system since you're not using Degrees of Success/Failure as a way to arbitrate - well, degrees of success or failure.

                > because if there's no chance of either, why roll dice?
                I agree. When a situation is either functionally impossible to succeed at or fail at, you shouldn't be rolling at all. And when you're not rolling, the dice don't matter. You don't need to roll for every action made, nor should you.

              • 3 months ago
                Anonymous

                I did appreciate EotE and later Genesys, but the system itself assumes a more complex resolution rather than a simple one, and I personally believe that a solution should always start off as simple and then let the GM decide how complex they want the situation to become (sometimes, a pass/fail binary is fine because the group doesn't want to dwell on any one action). Yeah, the wording I gave is nebulous, so maybe I should give a windowed section beside it to give some details on what it all means. It can't be a comprehensive guide- just a leg-up to give new GMs the confidence to rule things their way. Despite my misgivings on Degrees of Success, I should mention it as an optional rule or scale, because if I don't, somebody else will get the idea for sure, but at least I could address it within the text.

              • 3 months ago
                Anonymous

                >Binary pass/fail
                A lot of 3e skills have fail by 5 or succeed by 5 type degrees of success baked in, not just pass/fail. It's just not universal.

              • 3 months ago
                Anonymous

                That's true, but how does one engage with this system? By rolling the dice and hoping you get a higher number? It doesn't address the nature of the d20 and makes it's 5% to be any one result on it that much clearer. It's not inherently a bad thing, but I think degrees of success don't address the d20's potential strengths.

          • 3 months ago
            Anonymous

            SWN is a funny example to use, it uses 2d6+stat mod+skill rank for skills and 1d20+stat+skill rank+(level/warrior bonus) for attacks
            a seeming design goal for skills to be not very swingy at all while combat is incredibly swingy

            • 3 months ago
              Anonymous

              it's a curve if you look at the CDF, kinda.
              the d20 for combat there might not just be for "intentional swinginess" but also just making the math more familiar. Combat situations are also a lot more constrained so unless you go dumb with bounded accuracy you can figure out the math very well ahead of time.

    • 3 months ago
      Anonymous

      >dnd is indeed shit
      that's the problem though it's not and never was og tsr d&d was not shit, 3.0/3.5 was not shit and 4.0 was not shit I've played everything all verions of Cthulhu, whfb, paranoia, runequest, stormbringer, dragon warriors, gurps, traveler and more. u know whats shit? your post, this hyper critical desperate to belong fake forced consensus snob bullshit, d&d is fine in fact most of the published material is A tier quality

  5. 3 months ago
    Anonymous

    Don't hate it, i just tend to assume that every game that uses a (single) d20 as main mechanic are either d&d derivatives (in the best of cases), debranded d&d (in most cases) or d&d painfully dressed up as another game (in the worst of cases).
    There are instances of games that use d20s creatively as Dragonbane or Conan2d20.

    • 3 months ago
      Anonymous

      it's all lucklet cope over the fact they can't roll good.
      except , using d20 because "le D&D uses d20 so I must use d20" is in fact moronic.

  6. 3 months ago
    Anonymous

    Actual criticisms:

    Skill system sucks, trying to make your character "good" at a skill only makes a 10% difference at level 1. Sacrificing your "main stat" to make your character a bit more useful a side skill only gives you a 5% bonus in exchange for chance to hit and damage/spell dc/carry weight/ac whatever. One interpretation is that it's because you are playing superheroes who are good at everything but it reduces meaningful character choice imo.

    Casters mog martials. Most martials are still stuck at "I attack". Cantrips are far too strong along with some levelled spells. Any setting with the default spell list should be full tippyverse.
    Class balance kinda sucks too, particularly at later levels.

    • 3 months ago
      Anonymous

      Is that a problem with D&D, or a problem with the 1d20 die?

      • 3 months ago
        Anonymous

        dnd is a problem with the d20

        • 3 months ago
          Anonymous

          I thought you would say that

    • 3 months ago
      Anonymous

      HYTNP5E

  7. 3 months ago
    Anonymous

    The d20 was used to allow twenty degrees of variation. We turned on the die when the game went full freakshow narrativist and the d20 was replaced by a communal double dong for conflict resolution

  8. 3 months ago
    Anonymous

    I don't hate the d20. I play many d20 systems. I do think there are better options and I do find it mildly irksome to see new systems come out that use it. I personally dislike it because technically speaking a d20 has no average. If I roll 3d6 for example there is an average result, which can be used in game design to determine what target numbers should be, and makes things much more consistent. There is no average result on 1d20, so while you can say theoretically this chunk of numbers in the middle is more likely than either extreme, in practice all are equally likely and the system ends up feeling very inconsistent and swingy. If I'm using a 3d6 system a character who is supposed to be good at something usually feels good at that thing. With a d20 system it just comes down to who rolls well in many cases. D20 is just Mathematically inferior to other systems on a number of levels and I do think games would be better if we transitioned away from it. But it kinda works and has a lot of momentum so it's probably here to stay.

    • 3 months ago
      Anonymous

      >very inconsistent and swingy
      Neither of those words means what you think it does.

    • 3 months ago
      Anonymous

      3d6 is incredibly inconsistent, unlike d20. The exact same bonuses will improve your odds in wildly different ways depending both on the target and other bonuses.

      • 3 months ago
        Anonymous

        "+5%" isn't "consistent" either, it depends on what your point of reference. You can't just add odds or subtract them to compare them.
        One thing I like to look at is the percentage change in probability between 0 and 50% rolls
        >d20
        >100% (hit on 20+ to 19+)
        >50%
        >33%
        >25%
        >20%
        >17%
        >14%
        >13%
        >11% (12+ to 11+)
        >3d6
        >300% (18+ to 17+)
        >150%
        >100%
        >75%
        >60%
        >44%
        >33% (12+ to 11+)

        The thing is, with a d20 you can also "invalidate the dice". Yes, it requires much higher modifiers, but the availability is there.

        The problem with the 3d6 is that the window for how large of a modifier you can use before the dice stop mattering is so much smaller, despite 3d6 and d20 both having the same average value. With 3d6, you're shaving off the bottom 3 (since you can't roll lower than 3) and you might as well combine the top 3 (since you have about a combined 5% chance of getting 16+), making the dynamic range of the dice only about 14 values, as opposed to the d20's flat 20. Adding in how the curve keeps the values far more strongly centered, that makes something like a +4 in 3d6 feel like roughly +10 with a d20. There's just not much space to really do much with the modifiers.

        For a game where you don't want modifiers going beyond +6, 3d6 will work. But, such a small range really limits what you can do with a system.

        I don't think the window being smaller is a problem. In D20 the difference between a 9 or 11 to hit feels incredibly marginal most of the time, with 3d6 just taking a small step in the middle feels pretty meaningful. The the fact that you've got steps of very high/low likelyhood at either end means you've got a bit more of a buffer before you're just entirely skipping rolling dice, which is probably a good thing.

  9. 3 months ago
    Anonymous

    Flat distribution combined with the literal common sense approach of higher roll better success lower roll worse failure.

  10. 3 months ago
    Anonymous

    I don't hate the D20, I hate how it's used in D&D.
    I use the D20 for my own games, in fact.

  11. 3 months ago
    Anonymous

    Typically if I see a d20, I start looking for either 5e's shit, 4e's shit, or 3e's shit. And by shit, I mean problems.

    5e's shit, I see as unsalvageable without rewriting the core rules. That's a dealbreaker. The biggest issue I see is it's just way too swingy for the whole game, for the size of the modifiers. In another thread I mentioned that if I was designing a dice system around the 5e modifiers, still wanting a 10/11 avg, it would be, 1d8+3df+8. But DCs would need recalibrating, and fate dice are not commonly owned.
    4e's, is just was too mini-obsessed and I'm just not interested.
    3e's shit - it's problems still nag at me, but I think the core engine has potential, for higher powered games. Too swingy at low levels again, but only in combat. Not perfect, but 'start at level 8' is an option. I kindof like Eclipse: The Codex Persona (shareware is free on DTRPG).

    When I see a new d20 derivative, it immediately gets tested against three things:
    1. Does the included class and character level setup make any sense for the genre
    2. Is there any reason I would choose this over the few d20 RPGs I've actually liked?
    3. Will my existing houserules work to fix this game too?

    If it's 5e based it'll fail all of the tests, unless it looks nothing like 5e and shares none if it's math. If it's 3e based, it'll probably fail test #2, and might fail #1, but #3 might be okay.

    3.5 thread is reasonably active, considering we're talking about a 23 year old game system.

    There's no persistent 2e thread; and OSR is a thread for like a dozen similar pre-2e games; and 4e only "gets" a thread when they steal a thread that's b***hing about 4e for fun.

    But I don't "hate the d20". It's a fine system for a narrow niche of game types, though you'll be very hard pressed to make a new one that's not just a worse version of a game that already exists unless youre very deliberate.

  12. 3 months ago
    Anonymous

    D&D is a perfectly serviceable system that has its faults, but HYTNPDND is a meme phrase that came about due to gamers trying to cram everything under the sun into a dungeon crawling system.
    The d20 is a perfectly serviceable die for tabletop roleplaying. There are a couple reasons people look to other die
    >flat distribution is a worse fit for most situations rather than bell curve from multiple dice
    >20 variations means there is a lot of swinginess, the top 20 and bottom 1 show up a lot more often than the top 18 and bottom 3 in a 3d6 system (1/20 chance as opposed to 1/128 chance, making extreme results more rare in multiple dice systems)
    >linear distribution means that although the expected outcome is 10.5, the d20 will roll anywhere along the range from 1 to 20 equally. This is what I mean by swinginess, compared to any curve where the expected outcome is more likely to be the actual outcome.
    >modifiers are less meaningful when the expected and actual outcome differ a lot. For a curve, a modifier shifts the entire curve to the right or left, meaning when you have a + or - you are more likely to see benefit from it due to extreme cases being smaller. With a flat distribution, modifiers shift the line left or right, which can often make modifiers useless due to hitting extremes on either edge (you have a +5 but you rolled a 1 or a 20 which are much more likely to roll than a 3 or 18)
    >D&D uses a binary pass/fail that exacerbates this issue further. If you have a +4 bonus, but the check requires a roll of 14 (and you reach the check on ties), that means results of 1-9 are still total fails. Despite being 20% better at the task, you can come up totally short with absolutely nothing to show for it. When considered with all the above points, it makes the swinginess of the d20 even worse. This is obviously a system specific problem and not a problem with the d20 itself, but it shows how a common application (binary pass/fail) causes problems.

    • 3 months ago
      Anonymous

      >HYTNPDND is a meme phrase
      You means it's a forced meme phrase spammed by trolls any time the game is mentioned.

      Years and years ago, it might have been possible to pass off the lie that it had some purpose, and not just be immediately called out on "You're aggressively assuming they don't have any experience with other games, acting condescending, and then offering no meaningful advice like suggesting an alternative system, but just telling them to not play the game." Maybe, but not likely.

      Now, with the stigma associated with the phrase thanks to trolls spamming it nonstop, it's basically impossible to argue that. Hell, you can even go out of your way to write a post with lots of advice you genuinely consider good like listing alternate systems and why they'd be better for a specific task, and then just torpedo your entire post by asking "Have you tried not playing D&D?" and basically asking the person to treat you like a pretentious and elitist homosexual at best, but more likely just as a meme-forcing troll.

      There's dozens of threads dedicated to other games on this very board. No one who comes here is ignorant to the idea of other systems existing. Even if it was possible to say it earnestly, it would still be a dumb c**t move, even without the forced meme stigma. Telling people to try other games can be good advice. But pretending "Have you tried not playing D&D?" could be seen by anyone as wholesome help is like asking people to treat "Should've had an abortion" as advice to someone asking for the best shampoo for their baby.

      • 3 months ago
        Anonymous

        see

        >"worst troll" gay when someone criticizes dnd (he must defend the corporate product)

        people stopped putting in effort because the thick-headed will practice olympic mental gymnastics to cope around what you try to tell them, hence the meme phrase as a shorthand for "frick off, read the archive"

      • 3 months ago
        Anonymous

        Cope seethe dilate

      • 3 months ago
        Anonymous

        Nice copy pasta.
        NOT!

      • 3 months ago
        Anonymous

        You don't know what a forced meme is. HYTNPDND came up entirely organically as a result of people seeing people complaining about problems specific to D&D, until we actually just made a meme about it. "Storyshit" meanwhile is an example of a forced meme from this board.

        • 3 months ago
          Anonymous

          No, it started with one guy spamming it because he was a passive aggressive homosexual who hated to see people discuss D&D on an RPG board, only for copycat trolls to jump onto it because that's what copycat trolls do. They find the dumbest forced memes and force them harder.

          At no point was it ever actually "Hey, these people are complaining about D&D, have they not considered playing a different system?"
          It was always just a passive aggressive way of saying "Wah, wah, stop discussing D&D here, stop it stop it" in a way that was annoying but not annoying enough to get the mods to take action. Once the initial troll had made it clear the mods didn't care, the copycat trolls gladly jumped onto the mod-approved trolling without fear of getting banned.

          Saying it came up "organically" is ridiculous, because its very nature is forced. It's a passive-aggressive canned response, with the mere mention of a popular game as its trigger. Hell, you even went so far as to use the "problems specific to D&D" lie, which is not only never true, it can't be true, because there's literally no problem actually specific to D&D thanks to how many games are derivative of it (and how it is derivative of other games). Everything from classes to the dice used to alignment and similar systems can be found in games that are not just straight up D&D clones, and there's also plenty of straght-up D&D clones.

          At the end of the day, it's a moronic forced meme spammed by mad homosexuals, and always was.

          • 3 months ago
            Anonymous

            >HYTNPDND is a meme phrase
            You means it's a forced meme phrase spammed by trolls any time the game is mentioned.

            Years and years ago, it might have been possible to pass off the lie that it had some purpose, and not just be immediately called out on "You're aggressively assuming they don't have any experience with other games, acting condescending, and then offering no meaningful advice like suggesting an alternative system, but just telling them to not play the game." Maybe, but not likely.

            Now, with the stigma associated with the phrase thanks to trolls spamming it nonstop, it's basically impossible to argue that. Hell, you can even go out of your way to write a post with lots of advice you genuinely consider good like listing alternate systems and why they'd be better for a specific task, and then just torpedo your entire post by asking "Have you tried not playing D&D?" and basically asking the person to treat you like a pretentious and elitist homosexual at best, but more likely just as a meme-forcing troll.

            There's dozens of threads dedicated to other games on this very board. No one who comes here is ignorant to the idea of other systems existing. Even if it was possible to say it earnestly, it would still be a dumb c**t move, even without the forced meme stigma. Telling people to try other games can be good advice. But pretending "Have you tried not playing D&D?" could be seen by anyone as wholesome help is like asking people to treat "Should've had an abortion" as advice to someone asking for the best shampoo for their baby.

            No, I went and found its original context, this is where it was first started being used significantly:

            https://desuarchive.org/tg/thread/26805016/#26805286

            It was used two times before this over the previous entire year, but basically by coincidence; after this post, it gets used four more times in August 2013 alone. Possibly there are some uses that are the picture actually getting turned into a meme, cbf.

            It was a response to people making hyperspecific complaints that only applied to D&D specifically.

            • 3 months ago
              Anonymous

              >links a thread from 2013, in a thread erroneously trying to pretend that the age-old trollspam of Caster/Martial divide, which hadn't been true for a full edition at that point and was just being maintained by the same trolls that persist with it to this day despite it now being two full editions since 3rd edition, somehow is specific to D&D as whole
              Lol, in 2013 the dominant D&D didn't even have instant death.

              More importantly, even under the circumstance of trolls sucking each other off in their troll thread, it didn't exactly "take off". Later, we see in https://desuarchive.org/tg/search/image/fW1PN78FyH2nutQgknZEYA%3D%3D/page/3/, there's clear examples of someone spamming it as often as they could, or as we know it, "forcing it".

              • 3 months ago
                Anonymous

                >Pathfinder

              • 3 months ago
                Anonymous

                ...which isn't D&D?
                Is the joke supposed to be that there's people complaining about Pathfinder, and are being told to not play D&D, when the dominant D&D of the time solved the issue that they were specifically complaining about?

                Because that's actually hilarious.

              • 3 months ago
                Anonymous

                It's almost like trolls don't care.

              • 3 months ago
                Anonymous

                >Pathfinder
                >Not D&D

              • 3 months ago
                Anonymous

                ...Yes?
                And. more importantly, the actual problem they're arguing about wasn't even in the current edition of D&D at the time. Like, at all. Even if you erroneously wanted to say there remained a Caster/Martial problem in 4e, there were no instant death effects in the game at all. Hell, telling them "You should play D&D" would have actually been a direct solution to the OP.

                The insane thing is that we have trolls doing the same song and dance TO THIS VERY DAY. Taking old troll threads from the early days of /tg/ and just regurgitating them, without appreciating that the world has moved on without them and they're still taking arguments from now two (soon to be three) editions ago. It just goes to show that when your primary motivation is just to be an annoying c**t, there's really no point in worrying about having even a semblance of meaning because you really can just keep doing the same old troll song and dance forever.

              • 3 months ago
                Anonymous

                Saying PF isn't dnd, it's just pure cope and braind dead opinion.

              • 3 months ago
                Anonymous

                It's not an opinion. It's literally a fact that Pathfinder is not D&D. This isn't even something you can dispute, no matter how similar they are.

              • 3 months ago
                Anonymous

                Pathfinder is literally off-brand D&D 3.5.

              • 3 months ago
                Anonymous

                You're literally an off-brand orangutan. Doesn't actually make you an orangutan, any more than an off-brand Rolex is an actual Rolex.

                If you do think they are the same, I have a watch to sell you.

              • 3 months ago
                Anonymous

                Playing something that's 99% identical to D&D when people's advice for D&D's variety of issues is to stop playing D&D is stupid, yes. If I said I was having problems riding a bike and someone told me to just buy a car, and my response was to get a different brand of bike, I'd be a moron.

              • 3 months ago
                Anonymous

                When D&D is not a singular system but a brand of several systems, and there's D&D's that are far more different from each other than various "offbrand" systems built off of its various editions, what's actually moronic is to say "Don't play D&D" when people are complaining about a problem that's specific to a singular edition of the game, because there are non-D&D systems that have that problem while there are D&D systems that don't.

                Understand?

                It's like someone complaining about a blue bike because it has wheels, and telling them "Don't ride blue things". It's moronic advice, and makes it clear that you only care about keeping people away from the color.

              • 3 months ago
                Anonymous

                I play PF1e and PF2e on a weekly basis. PF 1e was an outgrowth of 3.5, since WotC went with WoW-tabletop for 4e. It's often called "3.75" in the community.
                I don't know why you're so intent on pushing the idea that it's not D&D, but you're wrong. It is mechanically identical, with a few tweaks and adjustments, and most things weighted in favor of the PCs, to 3.5.

              • 3 months ago
                Anonymous

                >I don't know why you're so intent on pushing the idea that it's not D&D

                Because it's not. Literally. Technically. Factually. Indisputably. They'd even get sued if they tried calling themselves D&D.

                While we can both agree that it's around 99% similar, the problem is that the "advice" of just screaming "DON'T PLAY D&D" at people isn't geared towards people who would be aware of that. Or aware of anything about RPGs at all, since it insists that the person has even considered that non-D&D games even exist.

                Suggesting a specific game? That might be seen as advice. But, just screaming "DON'T PLAY D&D" at people really can't be anything other than trolling from people who don't care that there's an endless number of non-D&D systems that share many of the same traits that it does, including many extremely similar clones.

              • 3 months ago
                Anonymous

                >it's 99% similar but it's not the same because of the label
                If that makes you feel better, sure.

                The idea that people consider it 3.75 is a bit funny, given that it has so much of a 1 step forward two steps back design approach.

                >Everyone gets 3/2 as many feats.
                >All the feats that the people who need the boost would take have been drawn out over 2x as many feats.

                >Let's simplify combat maneuver math.
                >But make combat maneuvers harder to do, and make it so monsters will have such a numerical advantage by the time you can do one of them that it will be a trap option.

                > Let's roll some lesser skills together to make a more concise list.
                > Also combine several of the most useful skills into a perception super skill
                > And roll out a pointless fly skill.

                > Let's go hard into letting people customize their classes like 3e had with ACFs and alt levels.
                > In rigid archetype packages which are frequently incompatible.

                >Let's make lots of options.
                >But ensure most of them are completely useless so people have to wade through a sea of trash to find any decent ones.

                I played it for years, got fed up, tried 5e and pf2 for a bit, got fed up very quickly, and in ~2020 went back to 3e, and got Eclipse, and started modding 3e.

                >trap options
                Not all options are suited to all campaigns, but unfortunately, your statement is generally correct. The major problem is the design and the lore team didn't communicate, and there was so much splat put out that research was never done before developing new feats / options / etc. One glaring example is the magus and Slashing Grace, compared to Dervish Dance. Paizo specifically said magus can't utilize Slashing Grace (mostly because PFS players were whining about DEX magi being OP), but Dervish Dance came out and it was never errata'd. So, the magus -can- take Slashing Grace, but just call it something else and require him to waste two skill points in Perform (Dance). I am hoping this sort of stupidity doesn't carry over to 2E, as my players are starting to eye that system after being fatigued from 10+ years of PF1e.

              • 3 months ago
                Anonymous

                Advice of "don't play dnd" it's slogan/short form/summary for complains of people having problems with d20 system that are in core mechanics just a dnd. Like PF as you said is 99% similar (probably less %) to dnd. Ergo if you have problem with some aspect in PF with 99% probability it's problem of core mechnics of dnd. So advice to try anything that is not a dnd (d20 system) have good chance to resovle your problem.
                Someone mentioned in this thread about cramping other styles of games and genres or even games to fit in dnd (d20 system) framework (I guess it was cus of open licence and popularity od 3.5e). That was one of reasons why now often when you say "I play ttrpg" is identical to |I play dnd" in mind of avrage person.

              • 3 months ago
                Anonymous

                >it's slogan
                It's a forced meme spammed by trolls, right from the start. It was never meant to be advice, because

                [...]
                No, I went and found its original context, this is where it was first started being used significantly:

                https://desuarchive.org/tg/thread/26805016/#26805286

                It was used two times before this over the previous entire year, but basically by coincidence; after this post, it gets used four more times in August 2013 alone. Possibly there are some uses that are the picture actually getting turned into a meme, cbf.

                It was a response to people making hyperspecific complaints that only applied to D&D specifically.

                has it in a thread complaining about Instant Death effects, something almost entirely absent from 4e, the most played D&D of the time.

                >Ergo if you have problem with some aspect in PF with 99% probability it's problem of core mechnics of dnd.
                Not only is that wrong, it even also happens to be directly wrong in the exact case we're talking about. Instant death effects are not a core mechanic of D&D, and there's actually relatively few mechanics that are universal to every edition and variant of D&D. Even things like six ability scores isn't universal, with Gygax including the pseudo-ability score Comeliness as early as the first Unearthed Arcana.

                Most of the "Stop playing D&D" spam doesn't even resemble advice; it's just being upset about people discussing D&D, while being passive aggressive so that when people tell you to frick off you can cheekily reply "Hey man, I'm just trying to help."

              • 3 months ago
                Anonymous

                >there's actually relatively few mechanics that are universal
                there's occasional exceptions (comeliness really doesn't count though) but there's a lot of things that carry over between the majority of editions and cause constant issues
                >ability scores, as you mention
                >d20
                >AC
                >saving throws
                >vancian magic
                >caster supremacy
                >rules focused almost entirely on combat
                >class and level based
                >totally-not-meat-points HP
                >initiative based combat

              • 3 months ago
                Anonymous

                There are official variants for all of those, with none of them being explicitly baked into the system. There's even official replacements for the d20, including 3d6 and 2d10 variants. Hell, there's been official options for non-class and non-level based D&D, with "Create your own class" options that basically function like a point-buy system. There's even action speed rather than purely iniative based combat in 1e, wound options rather than pure HP, and so on.

                Hell, you are being so disingenuous you included Vancian Magic and Caster Supremacy, which are so far from universal I don't think you even know what "universal" actually means. It's hardly universal if just not selecting a narrow set of classes from a few editions means you won't encounter it (with plenty of alternative magic classes/systems to provide alternatives in every single edition), and what "Vancian" even means has changed between each edition. Caster supremacy, aside from being opinionated as frick, is also absent from 4e and 5e, and in lower levels of earlier editions the mages were actually unbalanced by being far too weak, with casting one or two spells a day and then being a dead-weight in combat.

                Even something like AC isn't truly universal. While the name typically remains relatively the same, what components make it up and how it interacts with various sub-systems changes, even to the point where AD&D strangely inverted the idea alongside using THACO. And, then there's official variants that do away with AC and instead have things like armor providing damage reduction as opposed to a miss chance.

                Above all else, there's nothing inherently wrong with any of those, aside from "Caster Supremacy" which is so far from universal you've basically just played your hand.

              • 3 months ago
                Anonymous

                >Caster supremacy
                >Absent from 5E

              • 3 months ago
                Anonymous

                Many of the strongest builds are fricked up fighter/paladin/three-other-classes that have stupidly high damage, action economy manipulation, and defenses, while also having access to plenty of utility options.

                Hell, even the concept of "martial" and "caster" is so poorly defined that the mere concept of discussing "Caster/Martial" in 5e is just opening up a troll argument, because every class has access to casting magic and there's common scenarios where a Fighter will have more access to spells than a Warlock will. Before you can even try to imply
                >Caster Supremacy
                You'd first have to define what you mean by "Caster" and "Martial", at which point you're going to realize that you're going to really struggle to stick to one definition and also succeed in pretending that there's an inbalance with Casters on top.

              • 3 months ago
                Anonymous

                >variants
                irrelevant. The game as it is played by the majority of people is why people say "have you tried not playing D&D".
                >It's hardly universal if just not selecting a narrow set of classes from a few editions means you won't encounter it
                ??? What the frick are you talking about
                >absent from 4e
                this is the most balanced one for combat (with the downside of turning everyone into something like a caster) but casters still have far more utility and power late game.
                >5e
                lmao
                >Vancian magic has changed
                It's still based on spell levels and slots, which is the main issue.

                For frick's sake. it's like you don't even understand what rules are for, ie. your "rules focused on combat" complaint. Rules are meant to settle disputes and adjudicate contested scenarios, so it's no wonder D&D has plenty of combat rules, and why almost all RPGs also have high percentages of combat rules. It's like you've really never thought for yourself and are only repeating what you've heard other trolls say.

                Similarly, because Magic isn't something easily agreed upon, D&Ds (and other games with magic) tend to have a lot of pages concerning rules about magic. On the other side of things, D&Ds are still very large games as a whole, and their non-combat and non-magic rules still end up having higher page counts than many games in their entirety.

                I'm not complaining about the rules for combat being detailed. I'm complaining about only the rules for combat having any degree of detail, and that the entire setup and balance of the game (classes, levels, etc) are all focused purely around combat.
                Wanting to play characters that are good at things other than combat is pretty normal, as is wanting to play campaigns that aren't just focused around killing monsters. D&D cannot do those things well.

              • 3 months ago
                Anonymous

                >The game as it is played by the majority of people

                You mean, with variants and electing to use some options over others? Almost no group plays the game like any other, and even something like the decision of whether to roll for stats, to use standard array, or to use point buy during character creation creates a split between groups.

                You're trying to pretend there's a "default" way to play D&D, and that's what needs to be assessed, when that's not only functionally impossible because there's many times where no default option is presented among several, it fails to appreciate how people actually play the game.

                So, yeah. You're so wrong it gives weight to the idea that you don't even actually play games and have next to no experience with them.

                >??? What the frick are you talking about
                If I play in a 3.5 (or 5e) game with a barbarian, a rogue, and a sorcerer, there's no Vancian caster (unless one of those selected vancian casting options). If I play 4e, there's either no Vancian casters or every class is Vancian caster, depending on how you choose to define Vancian. If I play with psionic characters in 3e, there's no vancian casting.

                Actual "Vancian" Casting is like how it is described in the actual Vance novels: A Caster prepares and commits a spell to memory, and expends that spell by casting it, having to prepare it again if he wants to cast it again, ie. a Wizard from 3rd Edition. That's not even the most common way to cast spells in almost every edition of D&D, and is really nothing more than an optional subsystem alongside dozens of other magical subsystems, including spell slots used to cast known spells, power points, at-will casting, and so on. There's even modular casting, on-the-fly spell shaping, spell sacrifice and exchange, and so on and so forth.

              • 3 months ago
                Anonymous

                >Almost no group plays the game like any other
                most people are not using alternate dice resolution
                most people are not using point-buy classes
                most people are not using action speed
                "but everyone plays differently" is moronic sophism.
                >If I play in a 3.5 (or 5e) game with a barbarian, a rogue, and a sorcerer, there's no Vancian caster (unless one of those selected vancian casting options). If I play 4e, there's either no Vancian casters or every class is Vancian caster, depending on how you choose to define Vancian. If I play with psionic characters in 3e, there's no vancian casting.
                Not having to prepare particular spells isn't really the big issue, it's the economy of daily spells at certain levels and how it breaks over time.
                >hurr durr vance novels
                nobody cares, I'm talking about D&D. When I say "Vancian casting" I mean "the way magic works in D&D which has been called vancian since the start
                And the fact that there are classes with "alternate casting" does not mean that daily spell slots at certain levels isn't the main way that magic works in D&D and causes issues. Yes, you could play a game without any traditional casters. You could also not play D&D!

              • 3 months ago
                Anonymous

                >"but everyone plays differently" is moronic sophism.
                It is a truth that you don't seem to appreciate. Which is why you imagine "Don't play the system" can be seen as actual advice for a specific complaint, when the very nature of roleplaying games is about customizing games to suit your personal preferences rather than always jumping from system to system as soon as you inevitably discover some rule or option you disagree with.

                Let me explain it in a way you might comprehend. Let's take [game you like best]. Is it perfect? No. Will you use every option in the game simultaneously? No. Is it absent of ways to adapt, adjust, or otherwise modify the game to make it more closely suit your personal preferences? No.

                So, what do you do if you have a specific and ultimately minor complaint, but otherwise like the system? Will you do what most people would do, or would you take your own advice and play a different system, only to discover you'll encounter new (or often, the very same) things to complain about?

                >"the way magic works in D&D which has been called vancian since the start
                Magic in D&D was never consistent. There has never been a singular way to use magic, and it certainly has not been solely Vancian casting, which itself has changed between editions to the point where it's dramatically different in 4e and 5e, even if there are spell levels and spell slots in 5e. Hell, the slots are not even truly "daily" in 3.5 or 5e, and are only truly daily in 2nd edition AD&D.

                Seriously, I'm getting a strong sense that you may literally have never played a game in your life, let alone having experience with every edition of D&D. Hell, you don't even seem to have basic knowledge of each edition.

              • 3 months ago
                Anonymous

                >when the very nature of roleplaying games is about customizing games to suit your personal preferences
                this argue works for any game with any level of quality. Which is fine, I suppose, if you want to argue that D&D is fine because you can change everything about it that works. But you could also just start with something else
                >Magic in D&D was never consistent
                This is the kind of view you only would have when viewing ttrpgs from the perspective of a D&D player. Yes, there are changes from edition to edition and there are alternate casters that mix things up. That doesn't mean that there isn't a massive fricking red thread in how D&D magic works that continues from OD&D all the way up to 5e.
                Some casters being """spontaneous""" and not having to pick which spells to fill out slots with ahead of time really doesn't change that much fundamentally. You've still got a system based around having a number of slots for spells of a specific level.
                >Hell, the slots are not even truly "daily" in 3.5 or 5e, and are only truly daily in 2nd edition AD&D.
                thinking that it matters whether something is "daily" or "between long rests" is exactly what I mean. These are not meaningful changes to the system. I'm not even saying that the system _should_ meaningfully change, they're different editions of the same game after all, but your started this entire thread of conversation with a cope about how D&D editions are barely like each other when that's complete fricking horseshit.
                >namecalling
                let me one up you in the hierarchy of disagreement

              • 3 months ago
                Anonymous

                >from the perspective of a D&D player.
                You mean from the perspective of anyone who actually knows what they're discussing? D&D isn't even among the games I'm currently playing in, it just happens to be a brand that I'm actually familiar with and have experience playing in its various systems.

                >You've still got a system based around having a number of slots for spells of a specific level.
                Except that's not the only way that spells are cast, and we've already moved well beyond Vancian casting even just by introducing spontaneous casting. Hell, Pathfinder actually went ahead and made cantrips at will, which is another type of casting those types of spells from 3.5 and one used in 4e and 5e. Jesus christ, I'm starting to think there's no way of getting you to comprehend something that basic.

                How about Psionics? Do you understand 3.0 Psionics? What about things like the Paladin's Lay on Hands, Ki systems, and various other point based magic? Hell, we can even go so far as to start talking about really niche shit like candle magic (and other forms of item resource based magic), blood magic (ie. HP based casting), the tragedy that was skill-based magic, and if we're going to treat Pathfinder as a D&D there's even stupid shit like math magic.

                Hell, even what spell slots are and how spell levels have worked have changed between editions, with things like 5e making spells far more modular by being able to use higher level spell slots for spells, while 3e used metamagic and slot sacrifice and slot recovery and other funky mechanics, and 4e doing away with spell levels entirely and just having powers you can obtain at certain character levels.

                Please, for frick's sake, just take the L and admit you're out of your element and you're just regurgitating things other people have said without any actual practical experience on your part.

              • 3 months ago
                Anonymous

                >You mean from the perspective of anyone who actually knows what they're discussing?
                No, I mean from the perspective of someone who has an incredibly limited view into TTRPGs and thinks that the differences between D&D editions are actually meaningful enough in these cases that you can't have common issues.
                There are issues you can have with the D&D spell economy that are universal for every single issue, because it largely works the same in every issue.
                >and we've already moved well beyond Vancian casting even just by introducing spontaneous casting
                lmao, this is exactly my point. The economy doesn't meaningfully change just because you don't have to select exactly which spells you need to cast ahead of time.
                >How about Psionics? etc
                a system in addition to normal magic does not mean that the normal magic system doesn't exist. I'm not sure what's confusing you here. The magic system in its core form exists in every edition of D&D. Issues with it exist in every edition of D&D
                >you're just regurgitating things other people have said
                I haven't even gotten into what the actual "issues" are you moron, I'm just saying that there's a massive amount of commonality between D&D editions, even in 4E. Unless this is an argument that you have with people a lot I'm not sure what you'd think I'm regurgitating.

              • 3 months ago
                Anonymous

                >The economy doesn't meaningfully change just because you don't have to select exactly which spells you need to cast ahead of time.
                ...

                ...

                ...Frick off.

                You're already going for the "No True Scotsman" fallacy here, going from "no change" to "no meaningful change", while you're demanding I accept your claim that a change substantial enough that it was the defining split between two classes wasn't considered enough to be "meaningful."

                I kind of knew you were a dumb troll, but frick me, you're just going from one troll fallacy to the next, all while demanding I treat you like anything other than the dumbest of trolls.

                You played your hand too strongly, and I'm calling you on it. I should have just stopped replying to you all the way back to when you insisted Caster Supremacy was a universal mechanic.

              • 3 months ago
                Anonymous

                I accept your concession

              • 3 months ago
                Anonymous

                Hey moron, dnd sucks

              • 3 months ago
                Anonymous

                >Most people are not using action speeds
                Isn't that the RAW 1e default?

                >Daily spells
                Got introduced in 3e. In AD&D you spend either 10 or 15 minutes per spell level, per spell. With the slots of a 20th level wizard, IIRC, it will take you like 3 days straight to re-prepare your spells in 2e, and more like 5 days in 1e.

                NTAYRT. Just pointing out some glaring oversights in your argument.

              • 3 months ago
                Anonymous

                1e is 50 years old so "most people" wouldn't be using it now anyway, also the action speed rules are a fricking mess
                >In AD&D you spend either 10 or 15 minutes per spell level, per spell. With the slots of a 20th level wizard, IIRC, it will take you like 3 days straight to re-prepare your spells in 2e, and more like 5 days in 1e.
                It's true that you (RAW) need time to prepare spells, but that's still after a night of sleep - you can't just rememorize spells between fights. They're for the most part effectively dailies, although you could argue that for a sufficiently high level wizard and high autism DM you'd need more free time to recharge those slots.

              • 3 months ago
                Anonymous

                At 15 minutes per spell level, preparing a single 6th level spell will take you 90 minutes to prepare. Sure if you only have two first level spells per day, no biggie. By the mid levels, preparing all your spells will take you most of the day to do. Assuming you spend no more than 2 hours after sleep preparing spells, you can only prep 8 spell levels a day. Outside of the really low levels, that's not going to refill your whole loadout. That was the point I was making. 3e is when they started letting you refill everything every day. IMO that change was a mistake.

              • 3 months ago
                Anonymous

                >1e's action speed rules are a mess.
                I was just pointing out they were the default.

                >"Most people" wouldn't be using it now anyway.
                It seems there are several AD&D1e people in /osrg/. More than the 2e players. But sure. It's going to have fewer players than 3e or 5e.

              • 3 months ago
                Anonymous

                >D&D cannot do those things well.
                3e does alright at it. 3e has a *ton* of subsystems outside the PHB. Especially once you include the other publishers who often have a lot of the same designers.
                You want court cases? There's a book with a mini game for that.
                Running a business? There are a couple.
                Building buildings? You have some options.
                Running a kingdom and commanding armies? A few options.
                Merchant haggling? Options.
                Etc.

              • 3 months ago
                Anonymous

                >it's okay if you add enough variants and houserules
                or I could play a game that has support for those things in its core systems instead of as "mini game" addons

              • 3 months ago
                Anonymous

                Sure. I will often just choose gurps or rolemaster. There's nothing wrong with that.

                Gurps and Rolemaster lack the content to run a satisfying Forgotten Realms campaign, however, and I'm not terribly interested in converting hundreds of spells and magic items and a magic system. They're also not on a steep d&desque power curve. If I wanted to run a final fantasy tactics campaign, doing it with GURPS would be a b***h, but I imagine that d20 FF fan game would work fine.

                Sometimes, D&D is the best starting system available for the kind of game you want to play, and sometimes it isn't.

              • 3 months ago
                Anonymous

                For frick's sake. it's like you don't even understand what rules are for, ie. your "rules focused on combat" complaint. Rules are meant to settle disputes and adjudicate contested scenarios, so it's no wonder D&D has plenty of combat rules, and why almost all RPGs also have high percentages of combat rules. It's like you've really never thought for yourself and are only repeating what you've heard other trolls say.

                Similarly, because Magic isn't something easily agreed upon, D&Ds (and other games with magic) tend to have a lot of pages concerning rules about magic. On the other side of things, D&Ds are still very large games as a whole, and their non-combat and non-magic rules still end up having higher page counts than many games in their entirety.

              • 3 months ago
                Anonymous

                The idea that people consider it 3.75 is a bit funny, given that it has so much of a 1 step forward two steps back design approach.

                >Everyone gets 3/2 as many feats.
                >All the feats that the people who need the boost would take have been drawn out over 2x as many feats.

                >Let's simplify combat maneuver math.
                >But make combat maneuvers harder to do, and make it so monsters will have such a numerical advantage by the time you can do one of them that it will be a trap option.

                > Let's roll some lesser skills together to make a more concise list.
                > Also combine several of the most useful skills into a perception super skill
                > And roll out a pointless fly skill.

                > Let's go hard into letting people customize their classes like 3e had with ACFs and alt levels.
                > In rigid archetype packages which are frequently incompatible.

                >Let's make lots of options.
                >But ensure most of them are completely useless so people have to wade through a sea of trash to find any decent ones.

                I played it for years, got fed up, tried 5e and pf2 for a bit, got fed up very quickly, and in ~2020 went back to 3e, and got Eclipse, and started modding 3e.

              • 3 months ago
                Anonymous

                But, I will grant you, (Core+GMG+APG+UM+UE) + various 3e books; is alright as a starting point. You'll want to mostly use 3e feats; and 3e's combat maneuvers; and either scrap CMB/CMD or give it a heavy redesign.

                And Paizo's domains are rigid in comparison to what 3e had, and you can't easily use the 3e ones because PF added domain powers... IMO ban PF cleric and use the 3e Cleric, or find more domains from d20pfsrd and add them in selectively.

                More ranger combat styles from d20pfsrd might be a good idea.

                But, it makes a few improvements while losing a lot of what was great in 3e, and makes a few good additions while adding in a lot of traps, and making prereq planning even more onerous.

                It's not a clear improvement, it's just a random grab bag of houseules.

              • 3 months ago
                Anonymous

                In Pathfinder's defense, almost every game out there has Perception. GURPS and Rolemaster do. Runequest doesn't but it's literally a contemporary of AD&D 1E and you don't frick other skills out of existence in the process of improving Listen, Scan, and Search.

              • 3 months ago
                Anonymous

                My complaint isn't the existence of perception as a stat, only how much better it is than so many of the other skills. "Shall I put another point in perception, or raise my craft(pottery)?" It really needs some gurps style variable skill pricing, for how much it exacerbates the existing difference between good skills and weak skills.

                >it's 99% similar but it's not the same because of the label
                If that makes you feel better, sure.

                [...]
                >trap options
                Not all options are suited to all campaigns, but unfortunately, your statement is generally correct. The major problem is the design and the lore team didn't communicate, and there was so much splat put out that research was never done before developing new feats / options / etc. One glaring example is the magus and Slashing Grace, compared to Dervish Dance. Paizo specifically said magus can't utilize Slashing Grace (mostly because PFS players were whining about DEX magi being OP), but Dervish Dance came out and it was never errata'd. So, the magus -can- take Slashing Grace, but just call it something else and require him to waste two skill points in Perform (Dance). I am hoping this sort of stupidity doesn't carry over to 2E, as my players are starting to eye that system after being fatigued from 10+ years of PF1e.

                >Generally correct.
                I should hope so. I've got a few thousand hours at the table GMing and playing it. There's a reason I was frustrated enough to try 5e. Paizo had some good ideas, but typically weak execution, and a lot of bad ideas with worse execution. One time I came across a post asking what process they had in place to filter out options that were too shit, so they wouldn't get published. IIRC the Paizo employee said there was no process like that. They only checked for "too good". IMO the way to go is to treat them as a 3e 3pp to cherrypick bits from, same as Mongoose or Green Ronin. A lower quality 3PP than Dreamscarred Press, Atlas, Fantasy Flight, or Monte Cook Games.

              • 3 months ago
                Anonymous

                >My complaint isn't the existence of perception as a stat, only how much better it is than so many of the other skills. "Shall I put another point in perception, or raise my craft(pottery)?" It really needs some gurps style variable skill pricing, for how much it exacerbates the existing difference between good skills and weak skills.
                This question never comes up effectively, since skill ranks are limited by your level and most PCs just put their skill points where they already had some. But for PF2e, Paizo realized that Perception was too strong, so they made it even stronger and then decoupled it from the skills system, so every class raises it automatically by level.

              • 3 months ago
                Anonymous

                Perception is one of the rare ones you really want to keep maxed out. It's just too good compared to the other skills. And yeah, removing it from your skills and making it something else isn't a bad idea.

              • 3 months ago
                Anonymous

                You want to keep most of your skills maxed out unless you're getting them for another purpose, like qualifying for a feat or getting the extra AC to fighting defensively.

              • 3 months ago
                Anonymous

                What for? Once you can take 10 the things you want the skill for, there is no reason to invest further, unless it's on a moving treadmill of opposed DCs like stealth / perception. Once you get your ride skill high enough for the ride tricks you care about, BAM, done. Free points to spend elsewhere. Perception is a skill that rots to uselessness as you level up if you don't keep buying it up. Most skills are not.

              • 3 months ago
                Anonymous

                It's Pathfinder, not 3.5. Unlocks give every skill a reason to keep investing in them and even if they're not in play, the only skills that don't have a use that scales infinitely are Appraise, Craft, Climb, Fly, Profession, Survival, and Swim.

              • 3 months ago
                Anonymous

                >Skill Unlocks
                PF1 has skill unlocks? Are they just one of the variant rules in Unchained I never used?

                Just because there *ARE* things you can do with higher skill levels, doesn't mean they're things you personally care about for your character. Like my Ride example. I don't care about all the fancy tricks, I'm good once I won't fall off if I catch an arrow while running away, or in the first round of a surprise combat and the horse gets spooked before I dismount to fight.

                >It's not 3.5
                I have indeed gone back to 3.5, an only import PF1 content selectively, like any other 3PP. PF1 has more missteps than improvements, IMNSHO.

              • 3 months ago
                Anonymous

                It depends on the skill. Some skills have reasonably fixed target numbers, so you just need enough skill points invested to consistently hit those target numbers. For example, a UMD wand user only needs +19 to use a wand with a 100% success rate, and any extra investment is pointless for that purpose. Same story for things like Ride, Swim etc - most of your rolls are going to be against relatively low static targets, so you don't *need* a huge modifier.

                And then you have stuff like Stealth or Perception, where it is almost impossible to get your numbers too high. More is better, because opposed D20 rolls are swingy as hell before you factor in how crazy high some creatures numbers get.

                What for? Once you can take 10 the things you want the skill for, there is no reason to invest further, unless it's on a moving treadmill of opposed DCs like stealth / perception. Once you get your ride skill high enough for the ride tricks you care about, BAM, done. Free points to spend elsewhere. Perception is a skill that rots to uselessness as you level up if you don't keep buying it up. Most skills are not.

                There's a justification for getting a higher skill once you can take 10, because you can't take 10 in combat or the like. But once you pass on a natural 1 on all the DCs you expect to make, your returns on further investment are so vanishingly low that you are usually better off investing skill points elsewhere

              • 3 months ago
                Anonymous

                Imagine if you will a game so fricking shitty that you can say "there are no wands in the universe that you can't use as soon as you get a +19 to your roll, so stop learning use magic device at that point or you are wasting skill points."
                What an utterly soulless letdown, worse by far than shitty video games that at least tell you"You mastered this skill!".

                Frick dnd

              • 3 months ago
                Anonymous

                Wands are capped at 4th level spells. The game gets to 9th level spells. Of course you're going to outstrip them, if your only interest in the skill is just to use wands for spells you can't cast. Further investment is only for higher level magic items you are not normally able to use.

                So, coming back to

                What for? Once you can take 10 the things you want the skill for, there is no reason to invest further, unless it's on a moving treadmill of opposed DCs like stealth / perception. Once you get your ride skill high enough for the ride tricks you care about, BAM, done. Free points to spend elsewhere. Perception is a skill that rots to uselessness as you level up if you don't keep buying it up. Most skills are not.

                , unless you're dumping into opposed skills to keep up with tougher and tougher enemies, yeah. You eventually get to the point where you can just do what you want with a skill.

                The skill rules lay out the DCs for you in the PHB. It's all in plain text. If you only care about hitting a DC20, and you put more than +19 into the skill, you only have yourself to blame.

                Ride, if I'm not doing a mounted combat specialist, all I care about is being able to auto succeed my DC5 to not fall off the horse if it gets spooked in combat before I dismount to fight or I take damage while riding away.
                So that's a +4 +my armor check penalty. Then I have enough that I'm just done. Because I'm not a mounted combat specialist, I'm just a guy with a horse.

                It depends on the skill. Some skills have reasonably fixed target numbers, so you just need enough skill points invested to consistently hit those target numbers. For example, a UMD wand user only needs +19 to use a wand with a 100% success rate, and any extra investment is pointless for that purpose. Same story for things like Ride, Swim etc - most of your rolls are going to be against relatively low static targets, so you don't *need* a huge modifier.

                And then you have stuff like Stealth or Perception, where it is almost impossible to get your numbers too high. More is better, because opposed D20 rolls are swingy as hell before you factor in how crazy high some creatures numbers get.

                [...]
                There's a justification for getting a higher skill once you can take 10, because you can't take 10 in combat or the like. But once you pass on a natural 1 on all the DCs you expect to make, your returns on further investment are so vanishingly low that you are usually better off investing skill points elsewhere

                >You want to use some skills in combat, and thus want to be able to "take1" on them.
                Fair enough. Like UMD. You're right. Or even that low level ride example.

                You want to keep most of your skills maxed out unless you're getting them for another purpose, like qualifying for a feat or getting the extra AC to fighting defensively.

                Why are you making out every skill you take anyways? To what end? Do you do the same in GURPS?
                "well, I only fail on a 17+ because you always fail on a 17+, even with a combined 30 points of TDM penalties. But I'm going to keep putting points in it anyways."

              • 3 months ago
                Anonymous

                These are the people that crack a shit when you tell them to stop playing D&D because they are not playing D&D just something that is almost the same with nearly all the same flaws but NOT D&D!

              • 3 months ago
                Anonymous

                People get upset about you telling them to stop playing D&D because you clearly don't care about anything except being a dumb c**t. Imagine someone not liking [game you've enjoyed] and them trying to steer you away from it with clearly biased and often bullshit criticisms.

                The worst kind of troll? The "concern" troll. The troll who is such a passive aggressive b***h that they try to hide behind "I'm honestly just trying to help!" when all they really want to do is be a meansprited shit. The kind who offers unsolicited "advice", but only ever in the form of critisms bent from a twisted perspective with no interest in a fair evaluation.

                You've put "stop playing d&d" well ahead of "play games you enjoy", and that's why people call you a moronic homosexual.

              • 3 months ago
                Anonymous

                You're a delusional c**t and you just make people hate your favorite little WotC goyslop more.

      • 3 months ago
        Anonymous

        >literally trotting out the copypasta again
        Guess your latest ban expired, huh?

  13. 3 months ago
    Anonymous

    Simplfy

  14. 3 months ago
    Anonymous

    It's a handful of schizos.

  15. 3 months ago
    Anonymous

    >3d6 is hailed for providing reliable and predictable results
    >A reliable and predictable random number generator.
    Have you mathlets ever considered that maybe, just maybe, you don't want a random number generators at all? That d and fricking d already solved your problem using the d20 with take 1/10/20? And maybe , just maybe encouraging nerds that are predisposed to optimize the fun out of the game to only take actions that are sure to succeed kills improvisation and out of the box thinking? You know the thing that makes ttrpgs inherently fun?
    Don't reply nerdling. It was a rhetorical question.

  16. 3 months ago
    Anonymous

    I really don't understand bell curve vegans. If I wanted consistency I wouldn't be rolling dice.

  17. 3 months ago
    Anonymous

    Too round. Doesn't feel dicelike

  18. 3 months ago
    Anonymous

    To be fair it's not just D&D/D20 systems, any game that isn't using dice pool mechanics is inherently shit.

    • 3 months ago
      Anonymous

      What about dice pool with d20s?

  19. 3 months ago
    Anonymous

    Mostly it's just from years of idiots pushing d20-adjacent systems for EVERY. FRICKING. THING. even when it obviously makes no sense. People complain about it with 5e now but it was way worse back in the 3.5 days when people would try to push d20 Modern to play Call of Cthulhu games in.

    • 3 months ago
      Anonymous

      >when people would try to push d20 Modern to play Call of Cthulhu games in.
      Chaosium employees aren't people.

  20. 3 months ago
    Anonymous

    >Genuinely, why does /tg/ hate the d20 so much?
    --D&D uses it (and it dramatically oversaturates the market)
    --Contrarians
    --People in love with the concept of bell curves

  21. 3 months ago
    Anonymous

    >Or is a flat 5% distribution actually that bad?

    This. It leads to either trying to overcome the swinginess with modifer bloat or embracing the swinginess with bounded accuracy. Both options are pretty bad.

  22. 3 months ago
    Anonymous

    It is not accurate enough for simulation and too complicated for good gameplay. D20s are the worst of all worlds.

  23. 3 months ago
    Anonymous

    It's because of the way 5e uses it. The extremely low bonuses/penalties for characters at wildly varying skill levels makes the d20 feel really swingy in that system. If you're going from, like, -2 to +10, then a d20 makes a huge part of any result random chance.

    Then because everybody is mathematically illiterate they blame the dice and say it's swingy, even though nobody was ever complaining about the d20's swinginess in 3.x or 4e, because those systems, for all their flaws, didn't have a flawed core dice mechanic.

    • 3 months ago
      Anonymous

      >even though nobody was ever complaining about the d20's swinginess in 3.x or 4e
      Yes they were.

      • 3 months ago
        Anonymous

        Swinginess complaints in 3e's context were about characters at low levels having very little HP so one good hit could kill them. Not about the dice in itself. If people complained at all about swinginess in the context of 4e, it didn't appear on the first few pages of a search of the archives for "swingy" or "swinginess." You are a low IQ mathematical illiterate rewriting history because you are stupid.

        • 3 months ago
          Anonymous

          Nevermind that the archive only goes back to 2010...

  24. 3 months ago
    Anonymous

    D20 sytems can work, but D10 systems are better!

  25. 3 months ago
    Anonymous

    Because it's popular, /tg/ is filled with bitter dumbass hipsters and contrarians. Before that it was filled with bitter dumbass contrarian 40k spammers.
    /tg/ was never good and for all everyone here complains about /misc/ it would probably become more bearable if there were actual /misc/ transplants because they have a creative spark.

  26. 3 months ago
    Anonymous

    I just use an Xd30 dice pool (where X>3) with one "Black" die and one "White" die, plus specially marked alphabet die (all 26 letters, with the 4 most common letters repeated), along with however many dice your character's abilities & advantages allow. The Black die is for "Bad Criticals" and the White die is for "Good Criticals" (and the Alphabet die is used to cross reference on the applicable Critical tables); the rest of the dice are compared, with matching numbers counted (if you don't match any numbers, you fail). We've been playing this campaign for the last fifteen years, but have been using this same basic mechanism since originally designing it during an unexpected acid trip while playing Advanced Dungeons & Dragons back in 1987 (my older brother used to dose us because he's such a rapscallion).

    So, thirty-sided dice pools for the win.

    • 3 months ago
      Anonymous

      Did your brother give you your dose daily?

  27. 3 months ago
    Anonymous

    Hating dice is just autism op
    In wargames I like d8s and d10s for the spread
    D20s are fun and swingy

  28. 3 months ago
    Anonymous

    >why does /tg/ hate the d20 so much?
    >as the central mechanic

    Universal mechanics. that's the problem. there's no problem with a type of die.

    • 3 months ago
      Anonymous

      Because it's popular, it's only popular because of D&D, and because it's become an icon or branding of D&D (and therefore the hobby, because to many people D&D is the entire hobby).
      On a certain level, I recognise that there is nothing inherently wrong with the d20, it's simply another randomisation tool and its suitability is entirely relative to the rest of a system, if I don't mind d10s, then a system that was identical to a d10 system in every way but doubled all of its bonuses, subtractions, and targets, would mathematically be identical.
      But when I see a d20 used for a game, I assume that the author is only familiar with D&D, and felt that if they were making "another D&D game", they must use the D&D dice. Especially because, in my opinion, they take up an awkward medium between any other dice - not as concise and readily available as a d6, not as intuitive and granular as a percentile. I just don't really see why someone would choose the d20 outside of emulating D&D.

      So no, the d20 is not an inherently bad die. But yes, I kind of dislike it, and I can probably assume others feel the same way.

      What system are you using that doesn't have a central resolution mechanic? Is it just a series of specific minigames?

      • 3 months ago
        Anonymous

        >Is it just a series of specific minigames?

        He's playing a Donkey Kong 64 RPG

        • 3 months ago
          Anonymous

          OOO BANANA

        • 3 months ago
          Anonymous

          Link? I would kill for one of those.

      • 3 months ago
        Anonymous

        a universal mechanic (i.e. one size fits all) is the problem. Variety is the spice of life. Earlier versions of D&D were not tainted with such errors.

        • 3 months ago
          Anonymous

          its fine

        • 3 months ago
          Anonymous

          You're conflating terms, the OP and I both said "central mechanic", while you insist on "universal mechanic". It's an important distinction. Having a central mechanic doesn't preclude having subsystems. For instance, I'd say that in most systems damage is resolved with a distinct mechanic. Having a central mechanic isn't "one size fits all", it's "unless there is a clear exception, you can probably assume what you're doing", an 80-20 rule that makes it easier to learn enough to play smoothly and provides a framework for a GM to improvise.
          Since you haven't given me a specific system, I hope you don't mind if I assume OD&D is early enough to be "untainted", and it seems to imply that the central mechanic is "d20, cross-reference table (usually based on class and level)", to the point where the saving throws chart doesn't list what dice you use, and if you allow a broader definition almost everything beyond character gen seems to be "XdY, reference table", where it even has mechanics.

          I don't disagree that variety in systems and mechanics is good, but central mechanics are basically just pattern recognition in any system that has a focus.

  29. 3 months ago
    Anonymous

    A system that can only increment by +5%/-5% Is kneecapping itself, and also the d20 gives extremely inconsistent and swingy results that's going to make a significant portion of players feel useless.

  30. 3 months ago
    Anonymous

    I don't care about d20s either way but I never understood why d100s get a by.

  31. 3 months ago
    Anonymous

    >Is it just because D&D uses it
    Yes. Ganker as a whole is defined by contrarianism.
    Don't bother replying to me. I didn't read any replies to this thread before posting this and I won't be reading any afterwards.

    • 3 months ago
      Anonymous

      You don't tell me what to do homosexual.

  32. 3 months ago
    Anonymous

    Too many systems use the d20 without considering how it affects mechanics, simply because it is the iconic die used in the most popular TTRPG. They don't consider modifiers, either, so success on a given roll could be almost pure luck, with character skill having little to no factor.

    Death in Space and Lancer are excellent examples of poor d20 use, simply because target numbers and character skill modifiers lead to every roll being just mostly luck. These systems would be better served by dice rolling with Gaussian distribution, like 3d6.

    • 3 months ago
      Anonymous

      I haven't played a ton of Lancer, but doesn't evasion usually scale slower than your hit bonuses? At a certain point of bonus you're not really increasing your chance to hit by a noticeable amount but instead increasing your crit range.

      • 3 months ago
        Anonymous

        If you're referring specifically to Lancer with your comment then it's true, but in order for your to-hit to scale to a point where you can reliably hit something like evasion 12 you need to be pretty high in License Level (character level, basically), since your inherent to-hit bonus is half of your LL. Crit range doesn't increase as far as I've seen - you roll a natural 20, it's a crit. Strangely enough they included critical hits but no critical misses, so rolling a natural 1 doesn't mean a miss if your bonus to-hit is high enough.
        My experience with Lancer is that there's just a lot of luck, with even attempts to increase your luck just adding more luck on top of it (advantage dice). It was not enjoyable to play at all, and my character did not feel like they should've been piloting a mech.
        Honestly, I think if they boosted evasion numbers by 1-2, used 3d6 to-hit, and instead added reduction / resistance it would've been more interesting.

        • 3 months ago
          Anonymous

          I swore that in Lancer any roll whose total exceeds 20 is a crit, not just natural 20's.

          • 3 months ago
            Anonymous

            You might be right, it's been a while since I've played it.

  33. 3 months ago
    Anonymous

    I don't hate it, fake news.

    • 3 months ago
      Anonymous

      In other news, /tg/ is just one person who has been samegayging with 60 different IPs in this thread.

  34. 3 months ago
    Anonymous

    Every single person I've met who complains about the d20 mechanic is just a whiny b***h who thinks they'd be "winning" more at D&D if it used a bell curve.

  35. 3 months ago
    Anonymous

    Nothing wrong with it, but there's nothing really right with it either. It's too often that "system using a d20" is conflated with "the d20 system", which is an entirely different can of worms.

    Bluntly, flat distributions are fine. Modifiers behave in a consistent way and are thus very easy to work with. You don't need to give 1 or 20 any special meaning (even D&D only does so for a single type of roll). 5% increments are significant enough to make every plus matter.
    On the other hand, degrees of success are more intuitive in d100 games I've played. d100 is more granular, really there's not much reason to use d20 over most any other flat curve. You'll get the d10s for d100 in any polyhedral set anyways.

    3d6 is a meme. It's very clearly trying to ape d20 with its number range, and remains centered on D&D and its ilk. I suppose that modifiers not behaving in a consistent fashion is a feature, but it mostly makes numbers slightly more annoying to work with.

    Dice pool (of the count successes type) is the happy middle, with a nice curve, consistent modifier behavior, super easy degrees of success, scalability, and so on. If you want consistency, that's where to look.

    Regardless, no amount of careful statistics will fix a cursed player that can't roll a 3+ in a pool of 14d6 for multiple sessions straight. I've seen it happen. Swinginess is a buzzword.

  36. 3 months ago
    Anonymous

    I like Mutants and Masterminds. It’s a d20-based superhero system with a lot of customization options. Tons of fun. It exemplifies what many people dislike about d20 systems, though.

    The only way to reliably do anything in the game is to have double-digit modifiers in every stat and skill. The game does away with modifier derivatives (10 STR in DND is a +5 modifier, where 10 STR in MnM is just +10). It also includes a tank and measure system that scales modifiers way, WAY upwards in actions, so that a comparatively weak DND character would, mechanically, be far superior to baseline humanity. The conclusion is that d20 systems are only fun at higher levels of play. 99% of complaints you hear about DND come from players slogging through level 1,2,3. At those levels you really are dependent on the dice gods and the game feels capricious and random.

  37. 3 months ago
    Anonymous

    Because most systems that use a d20 are just slight variations on D&D and carry most of the same flaws. Statistically multiple d6s or d10s will always be better or if you want a granular role like d20 then percentiles do the same thing but once more in a better way.

  38. 3 months ago
    Anonymous

    I wonder how many of these 252 posts is this one guy arguing with everyone else and repeating himself over and over again

    • 3 months ago
      Anonymous

      The guy rabidly defending a terrible game? Yeah it's clearly just one assblasted moron who has never played a good game

    • 3 months ago
      Anonymous

      A lot of the posts are me and another anon shooting the shit talking about our homebrew projects.

  39. 3 months ago
    Anonymous

    so is there even a point to playing d20 based games or nah?

    • 3 months ago
      Anonymous

      Play a d20 based game or two and form your own opinion.

    • 3 months ago
      Anonymous

      Depends on the types of games you want to play.

      If you like the TSR settings or novels or videogames and want to game in those worlds (or some 3pp d&d setting), depends on the edition, play AD&D or 3e.
      If you want a steep power curve and a ton of compatible content, look at 3e.
      If you want minis skirmish wargaming with a side of freeform RP, play 4e.
      If you just want a group to socialize and don't care what you play, play 5e.

      If none of those are what you're looking to play, then no, probably not.

      What type of game do you want to play?

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