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Subject: "10 -" rule rss

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Moosey
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Really, you take 10 - stat to see what number you have to roll? Why didn't the game developers just do the stats so you roll your target number or lower, not higher? Seems unnecessarily fiddly. But then, the review that just exposed me to this might be wrong. Or there may be some nuance where it is important to be this way (that's what I'm trying to figure out).
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Henrik Schmidt
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The original rules worked completly diffent and they wanted to keep the old sheets.
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Artemus Maximus
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the 'fiddliness' is relative - as Henrik said, the original rules used different math and many would agree that they were overall more fiddly.

Since the values on the character sheets couldn't be changed without making them anew (thus making the old ones obsolete = upset previous customers), they changed the math instead, as the lesser of two evils.
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Rhydderch
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The posters above have it right. It was a decision made so people could use the original components. In addition, I think they wanted to stick with the concept that higher rolls are better. You're right though, it does add some unnecessary math.

If you prefer, you can change the rolls to: Roll Equal to or Below. As long as you treat the 0 as zero and not ten, the chances will work out the same. Also, some abilities depend on a roll of 10 to trigger. Just replace the 10 with 0 in those powers.
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Henrik Schmidt
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Rhydderch wrote:

If you prefer, you can change the rolls to: Roll Equal to or Below. As long as you treat the 0 as zero and not ten, the chances will work out the same. Also, some abilities depend on a roll of 10 to trigger. Just replace the 10 with 0 in those powers.


I think this will get more fiddly as you also have to replace the effect of the 1 (always fail) with 9. :D
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Paul Leigh
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We always add the die score to the relevant trait. Scores of 10 or more are a success.

Only natural 10s can trigger the special abilities of some equipment.

Much simpler, quicker and more intuitive maths in my view!
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Darrell Pavitt
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The other alternative, noted elsewhere, is to add the roll to the stat, and if the result is 10+ it succeeds.
Edit: too slow!
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Moosey
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High dice roll number = good is a mentally deficient notion to stick to.

If this were all, they could have increased all stats by 1 OR made the 0 being low the rule and it would have been fine. As far as modifying stats, + bonuses would add the the value, and work out just fine without being fiddly. The rules would have had to be re-written to say the high number that always fails. I imagine a re-written book came with the game. But if you are mixing it with old content rules, then that makes sense.

People mixing old content with the new game... now this IS a very good reason for having the "10-" rule.

I agree, they made the right choice! I was hoping that was the case.
 
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Dan Gallagher
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It's base difficulty (10) reduced by characteristic to produce a success range. What is so fiddly about that?
 
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Tomasz Wawrzyszko
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I dont get it. Its simple and basic math that even 5 year old kid can do. 10-stat ... thats your difficulty. You roll less than that , you fail. You roll equal or more, good job success.

All your rule changes makes game more "fiddly" than you think rule 10-stat is . Its not that they tells you to do math of root's or more extensive math;p

This one can be done after "few" drinks;p

 
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