Do systems like that account for the difference in difficulty between different tasks with the same skill? Skimming the article makes it sound like the author wants to eliminate DCs, but those strike me as important. Otherwise the acrobat in the party is equally likely to fail to vault a railing as they are to perform their complicated high-wire routine.
I’d also like a good answer. I feel like the author would say “you don’t even roll to vault a railing, you just do it”. But that still leaves a complicated but rehearsed high-wire routine versus “I run on water”. I wonder if the author would simply say no?
Do systems like that account for the difference in difficulty between different tasks with the same skill? Skimming the article makes it sound like the author wants to eliminate DCs, but those strike me as important. Otherwise the acrobat in the party is equally likely to fail to vault a railing as they are to perform their complicated high-wire routine.
From my experience with CoC you can adjust the difficulty by making a specific thing eg +20% harder or easier
It’s quite easy to adjust since it’s percentage chance, and you have more wiggle room than dc30
I’d also like a good answer. I feel like the author would say “you don’t even roll to vault a railing, you just do it”. But that still leaves a complicated but rehearsed high-wire routine versus “I run on water”. I wonder if the author would simply say no?
Most roll under percentile systems like GURPs / Call of Cthulhu have the concept of difficulty.
In those two systems, the GM can call the check “regular”, “hard”, or “extreme”.
On a hard check, you must roll under 1/2 your skill. On an extreme check, you must roll under 1/5 your skill.