Re: What does a n% skill really mean?

From: David Cheng (drcheng@sales.stern.nyu.edu)
Date: Fri 02 Jul 1993 - 16:35:15 EEST


Henk makes a good argument. Another example I can think of is Climbing.
Frequently, I'll say "Good handholds on the ledge are good for +25%, but
a rope would be worth +50%."

But, I don't think the simple 'add a modifier to the roll' mechanic
covers all cases that we would want to cover. Let's go back to the
Dancing example. It still makes sense to me that without rolling, a
30% dancer is adequate, but an 80% dancer is worth paying to see.
How do we reflect this with modifiers?

Someone (sorry, archived and deleted the message already) suggested that
the player doesn't roll unless "pushing it"; i.e. trying to make a
superior spearpoint. I kinda like this, but I admit I haven't thought
it through to uncover any hidden flaws.

As I said in the original message, I'd like to revisit Loren's original
suggestion, as I remember it striking me as particularly good. But that
too is buried somewhere in my archives...

-David Cheng
 drcheng@sales.stern.nyu.edu


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