[UA] "Real-World" Syncronicity
Doug Stalker
dougs at technologist.com
Tue Nov 14 21:48:16 PST 2000
Liam Routt wrote:
>
> On a related note. Other BOHICAs, do people consider the value of a
> failed roll when considering its implications? I mean, in initiative a
> high failed roll is better than a low one, which sort of implies that
> the worst non-special result is 1% above your skill, and the best
> non-special failed result is 99 or 98. Anyone else see things this way?
>
Roll as high as possible, but under your skill. I like this a lot more
than the pass/fail mechanic used by a lot of systems. Even if a lot of
the time it ends up being pass or fail.
A 0 is either a 0 or a 10, depending on what makes more sense at the
time. Easy enough to deal with.
> Our initial impressions have always been on the order of "lower is
> better", so a < 05 roll sounds like its really good. But the game is
> more set up so that a high roll is best, and we have been slowly getting
> used to that. Its been fun watching players decide not to use the set of
> dice that works so well with other %ile systems because it seems to roll
> more <10% rolls than you'd expect...
Ah, the joys of dice superstitions.
In most systems I start with a large pile of dice, draw out a set to use
and discard from the set and replace form pile whenever I roll a 1. (or
whatever number is bad in the system)
Does it help? No. Does it add a little something to the role playing
experience? Hell yes!
For UA I'm GMing and don't do much rolling.
--
_____________________________________________________________
Network Operations Engineer - Big Pond Advance Satellite
Ericsson Australia - Level 5, 184 The Broadway, Sydney 2000
Ph: +61-416-085-390 Email: doug at satellite.bigpond.com
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