As someone who has never played a TTRPG, it makes sense to shoot for higher numbers. Also, could hitting 100 come with additional perks? Say 10 points to optionally be applied to the next roll since you feel so good after rolling the 100?
Well the way we always play is there is a fantastic result...and often it affects what happens next, or maybe the overall effect of the current event.
You never know when those rolls will come.
Once, my team and I had three natural 100 rolls in a single game, AND it was when each of us was doing a critical, nearly impossible feat, and two were against impossible odds.
I think Joseph Vickery was in the room for that one...
So first off, I don’t have any experience with games that rolling lower is better. I have only ever really played one TTRPG, and that would be DnD where you roll a d20 for everything.
For me rolling higher is better in my mind, and I think will make it a little more intuitive for players new to TTRPGs.
Permanent buffs/debuffs. I love the idea, and think it is awesome, however, I think there should be a higher chance of getting a buff rather than a debuff, or make the buff better (2 stat points) this would make your characters feel like they are actually progressing rather than sliding up and down. Unless you don’t want this to be a major form of progression, then it would be fine the way it is.
Another point, when teaching people how to play, (this is kind of random, but) you should make sure to explain how exactly 2 d10 can act as a d100. I was confused on this for quite a while, before I had someone explain it right.
There is a 1% chance of getting a bonus attribute...these are not buffs, they are the ONLY way to rise above a cap. That's when you already have a max strength, dex or whatever the stat is. It's the only way this is applied.
At the same time, there is only a 1% chance of screwing up.
Why fix it?
You ARE sliding up and down.
It's not a major form of progression, because this is not a regular occurrence. It's a 1% chance.
...and here's the funny thing I learned a while back, mainly because Ean pointed this out:
My kids generation forward has a habit of optimizing the fun OUT of games.
It's a thing. I see it all around me, and in any and every experience I have with my kids and their friends. I can listen to this each and every night I'm working in the office while Simon plays with his friends online...the stats, how to tweak, how to spoof or to game the game, to get better results.
What I think too many don't see, and I'm gonna play an old man card here, is that part of the 'fun' of these games is to figure out how to overcome the hard stuff.
...not change the rules so the hard stuff doesn't happen.
It goes back to your question about death of a PC and what to do, because it seems to...permanent.
Well, that's because it is.
You're dead, cupcake.
I know.
Sucks to be you.
LOL
Now you get to make a new character...and hopefully make better choices [laughing].
Good point with the d100...yet nowadays, if you buy a complete set of dice (7 of them), there are two dice, one with single digits, one with tens.
I see, I was under the impression that you wanted that to be a major form of progression, and as just a way to rise above max stats/buff, I think it works fine the way it is.
I feel like I should get a little more particular about the d10s. The concept is simple, but I struggled to understand a couple of things,
One, what happens when you roll a 9 and a 00? I would think logically that it is 109, but that breaks the boundaries of the d100. It is actually a 9 from what I understand.
Two a 0 and a 00 are a 100. Which makes sense normally, but after rolling a 9, it seems like it should be a 10.
Do you see where the confusion lies? It’s not the concept, it’s the fine details that messed me up.
Yes, we are on the same page, and all that takes effect.
The stats are applied to the roll, AND they get applied if they need a 'savings' roll...beCAUSE the Gnome is so short and the fall might be extra bad.
PLUS....there will be skills, IMO, that allow for more options, like Acrobatics -- just throwing out a concept, not the actual skill -- that could help make the roll better.
I want this to have options, and also creative ways that a PC can grow INTO the character they want and hope for.
As someone who has never played a TTRPG, it makes sense to shoot for higher numbers. Also, could hitting 100 come with additional perks? Say 10 points to optionally be applied to the next roll since you feel so good after rolling the 100?
Well the way we always play is there is a fantastic result...and often it affects what happens next, or maybe the overall effect of the current event.
You never know when those rolls will come.
Once, my team and I had three natural 100 rolls in a single game, AND it was when each of us was doing a critical, nearly impossible feat, and two were against impossible odds.
I think Joseph Vickery was in the room for that one...
The makings of an epic tale... Truth stranger than fiction--while being fiction.
You're catching on DW!! Lol
So first off, I don’t have any experience with games that rolling lower is better. I have only ever really played one TTRPG, and that would be DnD where you roll a d20 for everything.
For me rolling higher is better in my mind, and I think will make it a little more intuitive for players new to TTRPGs.
Permanent buffs/debuffs. I love the idea, and think it is awesome, however, I think there should be a higher chance of getting a buff rather than a debuff, or make the buff better (2 stat points) this would make your characters feel like they are actually progressing rather than sliding up and down. Unless you don’t want this to be a major form of progression, then it would be fine the way it is.
Another point, when teaching people how to play, (this is kind of random, but) you should make sure to explain how exactly 2 d10 can act as a d100. I was confused on this for quite a while, before I had someone explain it right.
Well, here's my thinking about this, Benjamin...
There is a 1% chance of getting a bonus attribute...these are not buffs, they are the ONLY way to rise above a cap. That's when you already have a max strength, dex or whatever the stat is. It's the only way this is applied.
At the same time, there is only a 1% chance of screwing up.
Why fix it?
You ARE sliding up and down.
It's not a major form of progression, because this is not a regular occurrence. It's a 1% chance.
...and here's the funny thing I learned a while back, mainly because Ean pointed this out:
My kids generation forward has a habit of optimizing the fun OUT of games.
It's a thing. I see it all around me, and in any and every experience I have with my kids and their friends. I can listen to this each and every night I'm working in the office while Simon plays with his friends online...the stats, how to tweak, how to spoof or to game the game, to get better results.
What I think too many don't see, and I'm gonna play an old man card here, is that part of the 'fun' of these games is to figure out how to overcome the hard stuff.
...not change the rules so the hard stuff doesn't happen.
It goes back to your question about death of a PC and what to do, because it seems to...permanent.
Well, that's because it is.
You're dead, cupcake.
I know.
Sucks to be you.
LOL
Now you get to make a new character...and hopefully make better choices [laughing].
Good point with the d100...yet nowadays, if you buy a complete set of dice (7 of them), there are two dice, one with single digits, one with tens.
But yes, that can be explained, with pictures.
I see, I was under the impression that you wanted that to be a major form of progression, and as just a way to rise above max stats/buff, I think it works fine the way it is.
I feel like I should get a little more particular about the d10s. The concept is simple, but I struggled to understand a couple of things,
One, what happens when you roll a 9 and a 00? I would think logically that it is 109, but that breaks the boundaries of the d100. It is actually a 9 from what I understand.
Two a 0 and a 00 are a 100. Which makes sense normally, but after rolling a 9, it seems like it should be a 10.
Do you see where the confusion lies? It’s not the concept, it’s the fine details that messed me up.
Yes, on the tens, a 00 is just that...zero. The rest show 10, 20, 30, etc.... the singular die is the single numbers.
The EASY way to do it, and your mind will click....is simply place the 00 on the left, and the 9 on the right.
Now read it.
TA-DAAAA.
20+4 = 24
00+4 = 4
TA-DAAAA.
It's all good, Benjamin, just have to get used to it.
Wow, you just explained it much better than it was explained to me…
I just wanted to make sure it would be clear for everyone
...and knowing s half the battle.
G.I. JOOOOOOOOE!!!
I agree with rolling higher I think it is better
Permanent pluses and negatives are fine
For kids negatives might feel like the end of the world but it’s a good system
But if it’s based on “if they are uncoordinated then it’s higher if they are coordinated then it’s lower”
Where do stats come in?
Do you add a stat to a roll? Do you add a modifier from the stat to the roll?
If not and it’s all based on “how skilled the character is at said thing” what do the stats effect?
Damage?
What about an intelligence based stat most characters won’t use that stat unless they roll for something smart
From what I’ve seen 89.63% of games use an additive system
Take your window example
The window is up high and very difficult to climb through so the roll is set to 65
The nimble elf has a +30 to mobility so they roll a 40 and easily clear the jump
The non nimble fat human has a +5 they roll a 50 and still fail
Of course the dm can still say “it’s harder for you gnome because your short so the target number is 78
But that’s how most games work
It’s easier for me to understand at least
And it leaves lots less up to the dm in remembering what each character is good or bad at
It’s on their paper
Unless your trying to really to dumb down the math all together
In which case ill ask again where do I use my stats
Why does having a 16 in might better than a 4?
There...what Joseph said.
LOL
Yes, we are on the same page, and all that takes effect.
The stats are applied to the roll, AND they get applied if they need a 'savings' roll...beCAUSE the Gnome is so short and the fall might be extra bad.
PLUS....there will be skills, IMO, that allow for more options, like Acrobatics -- just throwing out a concept, not the actual skill -- that could help make the roll better.
I want this to have options, and also creative ways that a PC can grow INTO the character they want and hope for.
So yeah...what Jospeh said.