Excidium II
Self-Ejected
Ah...Rifts. A game that is such a clusterfuck we gave up playing on chargen.
It's funny because it has more impact than stat increases in IE games yet nobody seem to complain about those.
That's partly because D&D hides probabilities a lot better with obtuse nonsense and opaque fundamental mechanics. D&D in most (if not all) of its iterations is quite like a software GUI: What the DM and players see and utilize is different than, and several steps removed from, what's actually going on under the hood.
It's funny because it has more impact than stat increases in IE games yet nobody seem to complain about those.
That's partly because D&D hides probabilities a lot better with obtuse nonsense and opaque fundamental mechanics. D&D in most (if not all) of its iterations is quite like a software GUI: What the DM and players see and utilize is different than, and several steps removed from, what's actually going on under the hood.
Certainly true for AD&D, but I don't really see it applying to newer additions, at least not relative to other systems.
What the hell are you talking about? I thought it was about how it hides percentage increases behind absolute values (1 to d20 roll = 5%) but now you lost me
Yeah but then you mention gurps and shit where percentages are even more obfuscated.
Sure, but still not as clear as what is more or less a d100 roll.Yeah but then you mention gurps and shit where percentages are even more obfuscated.
They are? GURPS has a side-bar for the percentile spread of 3d in case you don't know it by heart, and everything except damage rolls are just that, 3d. If you know that 12 or below is around 50% you basically know 90% of all odds you're going to expose yourself to. For the remaining damage rolls you very rarely need to know the odds.
Yeah but then you mention gurps and shit where percentages are even more obfuscated.
Whatever system they have, it doesn't even work to that extent. The hardest fight in the game is at the end of Chapter 1. The endgame bossfights were piss-easy by comparison, they just took a while because of the HP bloat.
It's funny because it has more impact than stat increases in IE games yet nobody seem to complain about those.
Well, D&D isn't exactly a great system, either.It's funny because it has more impact than stat increases in IE games yet nobody seem to complain about those.
It is less that stats are more important, and more that they simply do nothing unless they are in the very high or very low ranges. So ofc you cant just random roll on IE, a 3d6 is just gonna give average results that do nothing most of the time (barring meeting class req. by default)Of course, with D&D it is kind of the other extreme - stats are so important that non min-maxing makes characters downright useless. Still, I find that far superior to PoE's it-doesn't-really-matter approach.
I rarely have to micro-manage as much as in this game. Whenever I go whatever, I should be able to solo these guys... I'm punished by that.. hard.
OTOH arithmetic increments can end up producing weird curves too when they interact. If you need to roll a 20 to hit, it'll take you twice as long to beat the enemy than if you need a 19 to hit. Conversely, if you need a 2 to hit, getting that down to 1 will only shorten the fight by 5%.
Sure, but still not as clear as what is more or less a d100 roll.Yeah but then you mention gurps and shit where percentages are even more obfuscated.
They are? GURPS has a side-bar for the percentile spread of 3d in case you don't know it by heart, and everything except damage rolls are just that, 3d. If you know that 12 or below is around 50% you basically know 90% of all odds you're going to expose yourself to. For the remaining damage rolls you very rarely need to know the odds.
I have a strong dislike for pure percentile rolls, partly because of aesthetics, partly because most systems that use it, like PoE, end up relying on modifiers that rely on your base competence. So assets in the system that boost your abilities boost them more if the base is good and less if the base is not. I don't like that, because it gives snowbally rewards/penalties.
Dude it obfuscates more simply because it is not a percentile roll.lol. The point is that GURPS hardly obfuscates the odds behind its rolls more than D&D. That's not even remotely correct, the exact opposite is the case
You cannot stop the codex from bringing up PoE, somebody would post something about it ITT and same discussion would ensueTalking about PoE-ish stuff again, eh? I thought about excluding that part of the review from the intro post for that reason, but it was too powerfully-argued a point to do th