Rolling under ability, is nice and easy, to grasp, no wonder why it’s one of the most common mechanic in RPG, knowing that I have a score of 60 means that I have 60% chance of success.
However, mechanically, system, I feel like Multi-dices, like WOD/Shadowrun work better. A big issue with single-dice system is the flat probability distribution meaning that an untrained person are a pretty high probability of success while a trained person as still a pretty high probability of failure. I like more mechanics with less randomness.
As much as I like success counting systems, the speed of one die roll-under is really good if you are playing a game with lots of procedural rolls.
Success counting really benefits from games using concepts like let it ride from Burning Wheel (don’t keep rolling the same thing unless the situation changes significantly) and either extremely limited or highly abstracted combat.
3D6 works way better than 1D20 as it makes character with a bad score, worse, character with a good score better, and character with an intermediate level decent. For a game, I replaced the 1D20 by 3D6, and I felt like it was an improvement, as suddenly outcome were more predictable.
At least with my player (at the time) it reduced tendencies to over optimize character, and frustration where these optimized character fail. It’s an easy house-rule that I would recommend when possible.
Rolling under ability, is nice and easy, to grasp, no wonder why it’s one of the most common mechanic in RPG, knowing that I have a score of 60 means that I have 60% chance of success.
However, mechanically, system, I feel like Multi-dices, like WOD/Shadowrun work better. A big issue with single-dice system is the flat probability distribution meaning that an untrained person are a pretty high probability of success while a trained person as still a pretty high probability of failure. I like more mechanics with less randomness.
As much as I like success counting systems, the speed of one die roll-under is really good if you are playing a game with lots of procedural rolls.
Success counting really benefits from games using concepts like let it ride from Burning Wheel (don’t keep rolling the same thing unless the situation changes significantly) and either extremely limited or highly abstracted combat.
Removed by mod
GURPS is a 3d6 roll under, it’s nice
Indeed,
3D6 works way better than 1D20 as it makes character with a bad score, worse, character with a good score better, and character with an intermediate level decent. For a game, I replaced the 1D20 by 3D6, and I felt like it was an improvement, as suddenly outcome were more predictable.
At least with my player (at the time) it reduced tendencies to over optimize character, and frustration where these optimized character fail. It’s an easy house-rule that I would recommend when possible.
I like your point about multi dice systems being good because of how they represent skills non-linearly.
I did have to do a double take about you saying more games should play like shadow run though lol