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Graylion's avatar

I am also a fan of high is good, low is bad. True in test scores, bank accounts and most ttrpg system mechanics. In decades of running these games it has always been easier to teach new players roll over systems.

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Graylion's avatar

And ... and ...

Not that you want to emulate Dungeons & Dragons at all, However you should absolutely take advantage of the built-in knowledge that Dungeons & Dragons players bring with them to your system. And that knowledge is Dungeons & Dragons has a rollover and high is good system. So in that regard Already trained to understand that portion.

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Bendragon's avatar

So I’m a little confused, you said that progression comes from gameplay itself, but you also said that nat 100s are mainly for passing stat blocks. Does that mean that with lower rolls you would also increase your stats, just not over a bar? Or is there another form of progression that I missed?

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Tillerz's avatar

That is a good question. Because with just 1% for a drop and 1% for a raise of an attribute, on average there will be no progression but a random redistribution of stats. Lose one here, get one there ...

I'd like to hear something about real progression. How do PCs advance from tier one to tier two and then to tier three, and how long is each phase meant to be?

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