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#9 | |
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Join Date: May 2013
Location: Tyler, Texas
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Quote:
That said, I think attribute bloat must be a real problem, since a fair number of people complain about it. These folks are credible for the most part, so I believe them. However I personally think that most RPGs break down at high levels. This is a function of the typical RPG combat resolution mechanic - roll to hit, roll for damage. Also, if figures with average skill ratings succeed success rolls ~50% of the time (I.e., a 3 die roll requiring a 10- to succeed), any reasonable skill advancement system will get the skill to virtually 100% pretty quickly. In TFT, a mere +3 to an average attribute (10 being average) yields an 84% chance of success. That means 5 out of six times, the roll will succeed. (This is my complaint with the 3d6 (or 2d6) resolution mechanic - it’s way too sensitive to modifiers). These problems can be addressed, or course, but the result would be a game that is manifestly NOT TFT. (The easiest fix is to use a d20 instead of 3d6. That would require an attribute of 17 to get the same success chance as an attribute of 13 with the 3d6 mechanic. But most TFT folks find this blasphemous.) Anyhow, since I think that this problem is endemic to most RPGs, I don’t sweat it too much. I submit that it is the responsibility of the GM to properly calibrate his campaign so that it’s very, very hard to get to the attribute bloat point (whatever that is). Last edited by tbeard1999; 05-31-2018 at 08:49 PM. |
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| Tags |
| attribute, bloat, death, experience, fixing gm's |
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