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I think there's a clause missing that regardless of the losers degree of success, the winner's result can't be made worse than a normal success. So, in effect, tied successful results always mean a normal success for the winner. Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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If the most "downgrading" can do is reduce the winners success level to a normal success I think it works well: If I special and he crits, I reduce his crit to a normal success, and likewise if I crit and he crits. I can't make him fail. Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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Personally I use a "partial success" mechanic; i.e. if I lose the opposed roll but still make my skill test successfully then I get a result that's about 1/2 as good as a normal success. I doubt it would work in BRP because that still has critical/special/normal and I wouldn't want to add yet more into it. I must admit that ever since I started using opposed rolls in CoC and RQ back in the 90s I've been sold on the mechanic. It's not a perfect fit but, somewhat like democracy, it tends to be the least worst answer. |
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The desired effect seems to be that you subtract, but on a tied success level, the winner of the opposed roll gets a normal success. But I just want to be sure I'm interpreting it correctly.
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Its not tidy. Having a success neutralize a success works well for some opposed cases, such as the infamous Dodge versus Attack; if it didn't work that way there, Dodge would be kind of pointless. It doesn't work too well on a parry unless you remove the idea of parry blocking and taking damage (at which point it and dodge are pretty indistinguishable).
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Maybe the idea of a partial success might work. A partial sucess in gamlbing reduces how much the other gun wins, or reduces the amount that you loose personally. That is the missing component from the Pendragon system, and parry sort of works that way already. IMO the D100 system handles opposed rolls so poorly anyway that O think it would be best to either dumped opposed rolls completely or switch over to the Pendragon method completely. Or the rolemaster D100+skill high wins method.
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If you do the former, you have to do _something_ with the Dodge and Hide cases.
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One of the old advantages of a successful Hide roll was that it required the Spot roll to be noticed. Otherwise the defense would see you automatically. That helped to balance things out.
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