[Dice/Mechanics] Meaningful Attributes version 3
Thanks to all the constructive criticism, here's version 3 of what I'm gonna call "Meaningful Attributes". May be straying even further from folks expectations, but I have a specific goal in mind.
Basically, the problem (as I see it) I'm trying to solve is that in my opinion, most attribute systems fail at what they're supposed to do: describe to players the intrinsic abilities of a character.
An 18 strength in D&D is largely meaningless... yeah, you know it has a +4 modifier, and you know it's high; but it doesn't actually tell you how strong your half-orc is compared to real life, and you don't really know how much stronger that orc is than average (stat=10), how much they can benchpress, etc; at least without doing the math, consulting some table in the DMG, or dicking around in in anydice.
As a working example: stat=18 is +35% more likely to pass than average, or equiv stat=170% for version 2 of my system, which means the orc could presumably benchpress around 215lb/98kg, average bench being 135lb. Did you know that from looking at the number 18? Could you have figured out that at a glance without doing the math and/or consulting the book? Would a younger/newer/less mathematically inclined player?
The way I'm trying to solve this is to strongly map the attributes to human average, and then provide a % difference from human average for when an attrib is below/above. Previously I did this by putting the default at stat=100%. Big issues were a mistake I made specifying how the dice should be read, and people getting hung up on the meaning of the 100% and expecting more fine grained scaling than what I was going for. Also, the actual % stat value isn't useable as a target number, so I have to do derivations.
Improvements: Move attributes away from numerical representation period, I want a course, fixed set of gradations anyway. Keep the % average human as explanatory subtext. Pre-calculate the target numbers and attach to the associated 'symbolic' grade.
Anyway, without further ado:
Actual Mechanic
Each attribute is in a fixed tier, determined by the players race:
- Abysmal; auto fail on associated rolls
- Inferior (~50% human average); excel=90, pass=80
- Decreased (~75% human average); excel=85, pass=70
- Average (human average); excel=80, pass=60
- Increased (~125% human average); excel=75, pass=50
- Superior (~150% human average); excel=70, pass=40
- Monstrous (~ 175% human average); excel=65, pass=30
- Monstrous+ (~200% human average); excel=60, pass=20
- Monstrous++ (~225% human average); excel=55, pass=90
- Monstrous+++ (~250% human average); excel=50, pass=guaranteed
Excel & Pass are target numbers vs. a d100/2d10% (standard interpretation, not the 11-110 scale previous), roll greater than the target and you pass. There are 2 to effect a simple granulated difficulty, excel is pass perfectly with no drawbacks and benefits, pass is succeed at intended goal but with possible drawbacks/GM-screwing you over. (details pending on how that would actually play out)
Basic range for characters would be Inferior to Superior, other grades are for NPCs and purchased improvements.
Characters would have access to 2 (feat-like) upgrades/downgrades per stat, each up/downgrade would raise/lower the stat tier by one, Eg Average->Increased, Decreased->Inferior.
Difficulty of the roll would be raised by tacking on penalites, in grades of -10% & -20%. Players would also be able to get situational bonuses of +10% or +20%; as well as skills. Skills may derive to another +10/20% modifier, or be more fine grained, not sure yet. One nice feature is modifiers scale the difficulty up/down directly, a +20% bonus improves a characters chances by exactly 20%.
Everything is deliberately weighted so dead average roll is more likely to fail than pass (60% fail rate). Character advancement is going to be strongly focused around applying skills and players tactically planning to make up for the difficulty.
Math behind the covers: Each tier takes the indicated % human average and divides it by 5, then subtracts that from 100 to get the excel number. The pass number is twice the excel. All of this last paragraph is purely sidebar material. Average play would go from the above list/table of tiers & linked, pre-calculated excel/pass numbers.
Another nice advantage is it's a % die based system where higher rolls == better, vs. roll under.
Is this better, or even worse and more alien than previous?
Posted Jun 16, 2017, 7:06 PM UTC