From: | dbuehrer@******.carl.org dbuehrer@******.carl.org |
---|---|
Subject: | Opposed Tests (Rand, pay attention :) |
Date: | Fri, 26 May 2000 11:25:41 -0600 |
>Dave, did you consider doing an opposed test, or did
>you just decided immediately on a target number 4 test?
Okay, all of the following is *IMHO* :)
<steps up on his soapbox>
I don't like opposed tests.
1. I don't like the odds.
Let's do a simple arms wrestling competition. Joe has a strength of
3. Bob has a strength of 4. Joe will roll an average of 1.5
successes. Bob will roll an average of 2.64 successes. (I think I did the
math right.) That's quite a difference in odds for a one point difference
in strength. Give them both a target number of 4 and the odds are closer
(1.5 to 2). Bob still has the edge, but he's going to have to work for it.
I like my game to have a bit of an edge to it, and thus prefer the closer
odds when the TN for opposed tests is a flat 4.
2. I don't like revealing the bad guy's stats.
Let's say Chuck the PC is trying to sneak past Stace the NPC. Chuck's
stealth is a 4. Stace's Int is an 8 (he's major NPC and a shaman). If I
tell the player that Chuck's TN is an 8, he's going to know that Stace is
one of the major NPCs, and despite the fact that Chuck's player is a good
roleplayer, it's still going to skew the game.
And let's say that if Stace happens to notice Chuck, his orders are to let
any intruders pass, notify the rest of security, and set up an ambush on
the way out. If Chuck blows the stealth test in such a situation and isn't
noticed, the player is going to get paranoid.
If the TN is a flat 4 odds are that Chuck will make at least a couple
successes. If he sneaks past without incident he will probably assume that
the NPC blew his roll.
Regardless of the situation, I don't like to give away the bad guys stats.
Yes, I could roll dice for the PCs in such situations, but I don't want to
go to the trouble.
3. I like the game to run quickly.
It may not seem like much, but time can be saved if the base TN for opposed
tests is a flat 4. I find that my games are more seamless by using a 4 for
opposed tests. Otherwise I have to ask the player what Chuck's stealth is,
and let him know what Stace's intelligence is, and then we roll dice. My
way, if I tell the player to make a stealth test, he rolls his stealth vs a
4 and I roll Stace's intelligence vs a 4, and I compare successes and tell
Chuck the result.
4. And finally, I like consistent rules.
Melee combat is basically an opposed test, yet FASA uses a flat 4 for the
base TN. For all other opposed tests they use the opponent's stat/skill as
the TN.
I don't like this inconsistency. IMHO it should be one way or the other,
not both.
<steps down off his soapbox>
:)
To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"All things are at all times, in motion. Take the time to watch the dance."
-John Caeser Leafston