[Dice/Mechanics] What do you all think about this Dice/Attribute mechanic?
So, after my first posted idea got very poor feedback/upvotes, gonna go back to the drawing board. No point in working on something which doesn't appeal to a lot of folks, which in turn means no good feedback for me to improve and expand things.
However, I'm still rather attached to the dice/character attribute mechanic I've come up with, so basically I'm asking for an opinion JUST on that.
General Idea: Attributes are based on a percent, default value for any & all characters is 100%. Percent being translated as "of average human ability", so 100% brawn is dead normal strength, 80% is 20% weaker than the average joe, 110% is 10% stronger than average person.
That's basically the meat of it: it maps (at least, I think it does) really well & intuitively to a concept everyone understands. If your half orc has a strength of 150%, you have a much better intuitive understanding of how strong that character is than say with a D&D attrib value of 18, or even something like a 1-to-5 or 1-to-10 scale.
EDIT
Context I forgot to add: I'm planning on strongly locking down boosting attributes; and focusing character growth on things like skills instead.
END EDIT
For a binary roll, take 1/2 the attribute value to get the target number; for not-so binary take 1/2 for basic success, 1/4 for exceptional success, and 3/4 for poor success (vs. 100% stat: 50, 25, 75 respectively). Roll under 2d10 percentile.
RE-EDIT
important note: the 0/10 face on the d10s is always interpreted as a 10, not a 0; and the roll is always going to produce a value between 11 to 110. This may be the reverse of what you are used to, it's also why I have odds of 40% success for stat=100 rather than ~50%
END EDIT
Positive & Negative modifiers ('mitigators' & 'hindrances') add -/+ 10 or -/+ 20 to a roll, depending on how effective the modifier is.
Math wise, base 100% stat with no modifiers comes out at 60% rate of binary failure, which nicely maps to the percent scheme (target number == 50 equates to slightly less than 50% chance to pass), and in my eyes is desirable since it encourages players to scrounge up mitigators (tools, skills, tactical approach) to pass challenges. Hindrances & mitigators affect % to pass by the amount they add/subtract from the roll, again (I hope) making everything very straightforward and intuitive.
Does this actually accomplish what I think it accomplishes? Would you be interested in playing these mechanics, or are they a turn off? If they're a turn off, why?
Thanks for any feedback!
Posted Jun 15, 2017, 5:11 PM UTC · edited