tag:blogger.com,1999:blog-1412961723204442195.post7063612634709261200..comments2023-11-03T02:45:51.290-05:00Comments on nerdwerds: announcing future badnessPatrick Mallahhttp://www.blogger.com/profile/04906639025904535922noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1412961723204442195.post-51940129361745946092013-02-23T22:48:23.113-06:002013-02-23T22:48:23.113-06:00I came to the exact same conclusion regarding perc...I came to the exact same conclusion regarding perception checks: their only purpose is to act as a floodgate for information. But why did I write down that information, only to hide it from the characters on a bad roll? I'd rather call attention to something in a narratively satisfying way and let the players run with it; see what they do. Perception checks are boring and useless.Anonymoushttps://www.blogger.com/profile/16764479376902297726noreply@blogger.comtag:blogger.com,1999:blog-1412961723204442195.post-68872432419386155742013-02-15T20:10:12.692-06:002013-02-15T20:10:12.692-06:00If you're just trying to get a 7 or higher you...If you're just trying to get a 7 or higher you have a 58% chance on 2d6. Rolling an 11 or higher is a straight 50% and most things in DCC play off that. When translating this kind of mechanic to a d20 system you have to take into account the upper limit of power. If powers max out at +10 then a partial success still happens on a roll of 2.<br /><br />And a partial success is still a success. <br />In a combat environment a partial success would equate to "you can hit the orc, but he's going to hit you too" - a success would be "you hit the orc" and a failure would be "you don't hit the orc but he hits you"Patrick Mallahhttps://www.blogger.com/profile/04906639025904535922noreply@blogger.comtag:blogger.com,1999:blog-1412961723204442195.post-58600457479311463882013-02-15T20:01:29.381-06:002013-02-15T20:01:29.381-06:00I loved DCC. I loved how it made magic feel like m...I loved DCC. I loved how it made magic feel like magic, especially when you add in the variable effects.<br />I worry that changing a normal success to an Apoc World style success would only feel like a hard system becomes harder. Why not lower the number necessary for the partial success to reflect the normal percentage for Apoc World? I can't remember the numbers, but I seem to remember that a typical character has a 70% chance of partial success (+1 in regular stat). That would translate to something like a 6 or 7 (it's late, I don't trust my math). Anonymousnoreply@blogger.com