Irenaeus II
Unwanted
There's cool art. But too much inspired by prequels, EU and video-games, which are non-canonical. Anyway, I was expecting something out of the late 70s/early 80s, completely deluded.
I see. Yeah that'd be cooler.There's cool art. But too much inspired by prequels, EU and video-games, which are non-canonical. Anyway, I was expecting something out of the late 70s/early 80s, completely deluded.
edit: Ignore this post, I'm stupidYou see I prefer systems that utilize a bell curve instead of a linear system. The reason why is that a bell curve has more consistency over a linear system because it has more dice. The dice favor the players. A linear system like D20 means that no matter the number the same percentage chance to hit that number is the same. In the case of a D20 it's 5%. On a bell curve like 3D6, it's variable between 16% to 55% roughly on a given number. Numbers like 9-12 are more likely to appear than say a 3 or an 18.
Late to the party but I just want to comment on this.You see I prefer systems that utilize a bell curve instead of a linear system. The reason why is that a bell curve has more consistency over a linear system because it has more dice. The dice favor the players. A linear system like D20 means that no matter the number the same percentage chance to hit that number is the same. In the case of a D20 it's 5%. On a bell curve like 3D6, it's variable between 16% to 55% roughly on a given number. Numbers like 9-12 are more likely to appear than say a 3 or an 18.
Bell Curve really only matters if the specific number you roll matters - e.g for rolling stats, 10 is distinct from 14 is distinct from 18.
If you're only rolling dice to "beat a target number" (usually in order to accomplish a task), there's actually no difference in your success rate using bell curve methods. That is to say, given a DC of 10 to succeed on a task, a 3d6 and a 1d16 + 2 (which will produce a value between 3-18) both have a 50% chance of succeeding.
It does cut down on how many fumbles and crits trigger though, since those DO insist on very specific numbers being rolled
Ah, I forgot to test the extremes. Guess I'll have to take back what I saidSo you're saying my odds of passing a DC17 skill check are the same whether I roll 3d6 or roll one d16 and add 2?
Ah, I forgot to test the extremes. Guess I'll have to take back what I saidSo you're saying my odds of passing a DC17 skill check are the same whether I roll 3d6 or roll one d16 and add 2?
edit: Actually, though I fucked up the math, I think I still have something going on there - the claim was that Bell Curve "favors the player", but it's more like it makes easier tasks likely to succeed more often while tough tasks harder to succeed at - if we assume that the GM is tossing you a roughly even number of easy and hard tasks, then the end results in terms of pass/fails will probably not be that different... it'll only favor the player if the GM does nothing but doing easy tasks
Andhaira, you act like I'm an idiot when it comes to FFG. I'm not and I contributed a lot to Warhammer 40K Dark Heresy with a couple of fan supplements. One was written wholly by myself and the other was done with a full team. You're claim about the dice is meritless since FFG gives away a free dice rolling app for Android OS.
You're relying upon the words of people that are biased and have no experience with the system. Hmm maybe I would take your opinion seriously if you had actual experience with the system. I'd rather want a narrativist game since I spent decades playing simulation games. It is a different want that is there. Yes, I have been playing pen and paper RPGs a lot longer than you've been alive and I've played almost all of the major systems, including D&D up till 3.5E. I don't want to play D&D in Space which means no levels and no d20. You see I prefer systems that utilize a bell curve instead of a linear system. The reason why is that a bell curve has more consistency over a linear system because it has more dice. The dice favor the players. A linear system like D20 means that no matter the number the same percentage chance to hit that number is the same. In the case of a D20 it's 5%. On a bell curve like 3D6, it's variable between 16% to 55% roughly on a given number. Numbers like 9-12 are more likely to appear than say a 3 or an 18.
As far as Saga, sorry but it's D&D in Space and the same problems that happen with D&D occurred with SW Saga. The only game that even came close to the full Star Wars experience, that I've played, has been WEG Star Wars. It had zero levels and it was very simple to learn and run, but ran into problems at high level of play.
As I said I don't really have any experience with the system, as of yet. Though I have been researching it when I have time and one of the appeals of it is actually the narravatist dice results; that is, something always happens when the dice results come up that require the GM and/or players to narrate changing circumstances (ex: You shoot at a storm-trooper and roll no success thus you miss. However you also rolled an advantage on one of the weird dice, so maybe the blaster shot hits a pipe that lets out a burst of steam that grants you cover from the trooper imposing penalty to his attack) It seems fun, but I do wish they had chosen some other way of doing it instead of using the weird dice.
Regarding SW Saga you don't know what you are talking about at all. It is certainly not D&D in space; that could have been said to some extent about the OCR or the RCR d20 versions, but Saga is a rebuilt ground up with the best d20 system iteration to better reflect Star Wars. I am not saying it is perfect by any means, hardly any system is. But things like the condition track coupled with the high damage from blasters allow PCs to always be threatened in a fight. High level PCs will always be threatened by lower level enemies due to the auto fire rules. Heck with the right talents and feats an enemy can fell a PC of any level with a single shot due to the condition track system. The large amount of feats and talents give players a lot of choice to customize their characters.
Speaking of feats and talents, these things allow players to modify their dice bell curves beneficially, allowing them better chances to hit, break the system for a turn, etc.
FFG specialises in this kind of shit. They have some of the laziest, fucking rules in the industry.
No, not really. I think that plum goes to any of the Rules-Lite systems. I know we all have a giga-hate boner for FFG for some autistic reason, but they're just jewing like everyone else does