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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Serious Paul on June 16, 2008, 01:08:29 PM

Title: Percentile Based Systems
Post by: Serious Paul on June 16, 2008, 01:08:29 PM
So I've never been a big fan of percentile based systems-although I admit much of my experience comes from Palladium, and not other systems. But at least one of my players is. So sell me a little on why you like Percentile Based systems, and which ones you like?

Have any of you retrofitted systems to use a setting that wasn't percentile based to be percentile based? How did it work?
Title: Percentile Based Systems
Post by: flyingmice on June 16, 2008, 01:16:20 PM
Quote from: Serious PaulSo I've never been a big fan of percentile based systems-although I admit much of my experience comes from Palladium, and not other systems. But at least one of my players is. So sell me a little on why you like Percentile Based systems, and which ones you like?

Have any of you retrofitted systems to use a setting that wasn't percentile based to be percentile based? How did it work?

The strengths of percentile are its clarity and ease of understanding, simplicity, wide range of results, and ease of adaptation.

I changed Serenity on the fly to use my Cold Space ruleset. Nothing much was difficult except I had to add traits.

-clash
Title: Percentile Based Systems
Post by: Caesar Slaad on June 16, 2008, 01:37:18 PM
I like percentile because 1) the probabilities are pretty implicit, and 2) you can do a lot with it. It's easy to tweak things around to get a result you are looking for.

That said, most published percentile based RPGs aren't real high on my list; Palladium is about the antithesis of it.

The one I do like is James Bond 007 because it uses percentile for resolution, but doesn't track skills and attributes in terms of percentiles, which is a convention I've never much cared for.
Title: Percentile Based Systems
Post by: KrakaJak on June 17, 2008, 03:24:02 AM
Quote from: Serious Paul ;216415So I've never been a big fan of percentile based systems-although I admit much of my experience comes from Palladium, and not other systems. But at least one of my players is. So sell me a little on why you like Percentile Based systems, and which ones you like?

Have any of you retrofitted systems to use a setting that wasn't percentile based to be percentile based? How did it work?

In my opinion, the best percentile system is Unknown Armies.

You have 4 stats, and skills (but no skill lists, you just make skills up!). The thing i enjoy about it are the little dice-roll tricks. For Example: You make an attack roll, we'll say for karate 50%, You roll a 32.  You damage equals 3+2, or 5. So you want to roll low AND high at the same time.  The system is full of all kinds of clever little dice tricks like that.
Title: Percentile Based Systems
Post by: Zachary The First on June 17, 2008, 07:59:54 AM
I tend to "think" in gaming terms in percentiles.  I enjoy Rolemaster's open-ended presentation--roll high enough, and you keep on rollin'.


More to percentiles in general, I find it's a good baseline for folks to understand.  ("+10% chance?  OK!").
Title: Percentile Based Systems
Post by: Nicephorus on June 17, 2008, 09:27:49 AM
My main experience is with Call of Cthulhu/BRP.  As Slaad said, it's obvious what your chances are and it's easy to adjust things and know what will happen.  I've had new players with CoC, handed them a character sheet, and told them "Wanna do something?  Find the closest skill on your sheet and try to roll under it." and they jumped right in.
 
With some other dice systems, it's not so obvious how likely you are to succeed.
 
It's also gives you a flat curve with a fine level of granularity, which may or may not suit you.
Title: Percentile Based Systems
Post by: Kyle Aaron on June 17, 2008, 12:32:58 PM
I think a percentile system has a few features, which you may find good or bad.

Title: Percentile Based Systems
Post by: kregmosier on June 17, 2008, 12:36:50 PM
BRP (http://www.chaosium.com/article.php?story_id=246), no question.  

As KrakaJack said, UA is very cool, but i like the setting more than the mechanics; the funky dice-tricks were just kinda off-putting to me, but everything else was sweet.
Title: Percentile Based Systems
Post by: Pseudoephedrine on June 17, 2008, 12:40:45 PM
I'm a great fan of UA's system, and ran in an excellent conversion of Conan using it.

http://www.voidstate.com/rpg/Unknown_Ages.pdf
Title: Percentile Based Systems
Post by: James McMurray on June 17, 2008, 12:45:11 PM
Quote from: Zachary The First ;216488I tend to "think" in gaming terms in percentiles.  I enjoy Rolemaster's open-ended presentation--roll high enough, and you keep on rollin'.


More to percentiles in general, I find it's a good baseline for folks to understand.  ("+10% chance?  OK!").

This man has stolen my thoughts and presented them as his own.
Title: Percentile Based Systems
Post by: gleichman on June 17, 2008, 07:02:52 PM
Easy to understand, it states the odds right on the dice as it were.

And I need to use them to get the game system balance I required in my fantasy.
Title: Percentile Based Systems
Post by: J Arcane on June 17, 2008, 07:20:40 PM
Quote from: Zachary The First ;216488I tend to "think" in gaming terms in percentiles.  I enjoy Rolemaster's open-ended presentation--roll high enough, and you keep on rollin'.


More to percentiles in general, I find it's a good baseline for folks to understand.  ("+10% chance?  OK!").
Almost every roll I make in most games I inevitably wind up calculating in my head as percentile odds anyway.  Using actual percentages makes a for a pretty convenient shortcut.
Title: Percentile Based Systems
Post by: Zachary The First on June 18, 2008, 07:34:54 AM
Quote from: J Arcane ;216900Almost every roll I make in most games I inevitably wind up calculating in my head as percentile odds anyway.  Using actual percentages makes a for a pretty convenient shortcut.

I hear you.
Title: Percentile Based Systems
Post by: Philotomy Jurament on June 25, 2008, 03:25:12 AM
Quote from: Zachary The First;217046I hear you.
Me too.

I like BRP.  Lejendary Adventure is a pretty cool percentage-based system, too.
Title: Percentile Based Systems
Post by: James J Skach on June 25, 2008, 09:00:00 AM
I played, recently, in a game of Roma Imperious with Hinterwelt (Bill) and we used the V2 of Iridium. It's more percentile based than the previous version (it has always been a mix).

I have to say, my first reaction was "so what do we use the d20 for again, then?" But after that 1 second, we all settled right in, and it worked nicely. He even does a thing to remove a roll by simply flipping the 10's and 1's to take the place of what would be the second roll...

Lot's of fun.
Title: Percentile Based Systems
Post by: flyingmice on June 25, 2008, 09:11:15 AM
Quote from: James J Skach;219117He even does a thing to remove a roll by simply flipping the 10's and 1's to take the place of what would be the second roll...

Lot's of fun.

Bah! He has his squirrels stealing bits from StarCluster again! Time to reset the rat traps!

Optional Rule: Flip Dice
Use the reverse of a Chance of Success as a Quality of Success roll - i.e 57% becomes 75 points Quality.

:D

-clash
Title: Percentile Based Systems
Post by: HinterWelt on June 25, 2008, 10:23:49 AM
Quote from: flyingmice;219120Bah! He has his squirrels stealing bits from StarCluster again! Time to reset the rat traps!

Optional Rule: Flip Dice
Use the reverse of a Chance of Success as a Quality of Success roll - i.e 57% becomes 75 points Quality.

:D

-clash

Hey! YOU suggested it to ME!!! I was just following your good advice...bastardo. ;)

Bill
Title: Percentile Based Systems
Post by: flyingmice on June 25, 2008, 10:39:38 AM
Quote from: HinterWelt;219154Hey! YOU suggested it to ME!!! I was just following your good advice...bastardo. ;)

Bill

Bah! Your sneaky little tree rats plied me with fermented acorn juice and loosened my tongue! I'll see you in court! And your mangy little friends, too! :D

-clash