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First imagine a character with a 90% skill vs. a character with 30% skill. Basic probabilities are as follows, ignoring criticals and fumbles:
Ninety wins, Thirty loses => 0.90 * 0.70 = 0.63 or 63% Ninety loses, Thirty wins => 0.10 * 0.30 = 0.03 or 03% Ninety loses, Thirty loses => 0.10 * 0.70 = 0.06 or 07% Ninety wins, Thirty wins => 0.90 * 0.30 = 0.27 or 27% So the question is really about the last case, which is either second-most probable or most probable (e.g. if both characters's skills are above 50%) BTW, "Roll high but not over" is mathematically equivalent to "Roll under for the largest difference", and requires one less subtraction. I'll crunch some numbers for percentiles, but in the meantime take a look at my HeroQuest probability table. HeroQuest uses opposed d20 rules, with 1 a Critical and 20 a Fumble; if both characters succeed or fail, the one with the lower absolute roll loses. The "Marginal Victory" and "Marginal Defeat" columns represent the last case; the 18 vs. 6 row is roughly equivalent to 90% vs. 30%. |
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(Regarding opposition to opposed rolls: )
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Or maybe somehow use a concept of "layers" of success: Just sneaking by/away is easy (one success required); but sneaking close to someone to pick pockets is harder (two successes); and assasination is even harder (a third success required)? Currently I use a system where each side makes it's rolls (Sneak/Hide and Listen/Spot respectively) but the success levels just contribute bonus/penalties to a final perception-type Idea Roll by the spotter. Still not really happy with this method though. |
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I think the "Hide/Spot duel" is the classic example that makes people perceive a need for opposed rolls. So if we can come up with a good system for it, using a sequence of normal rolls, then we can forget the whole Opposed Rolls issue... and the hard maths!
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Better level of success wins (but losers success ameliorates the winners success a bit). If success levels are equal, best roll wins (I use margin i.e. target-roll, as a personal preference, but higher roll is equivalent). The only "quirk" (assuming that the amelioration ONLY occurs after determining who wins) is that on a tie of normal successes, the win is cancelled by the losers right to down grade the winners success by one level from normal success to normal failure; but that's basically what happens with a normal successful attack vs a normal successful parry anyway. One could then rule in that case that the winner achieved a "partial success". As I say, when success levels are tied I use "best margin" (i.e. target - roll) as it feels more easthetically appropriate to the main BRP paradigm of rolling low on d100 is always better, and frankly it's usually obvious without maths who has the margin, so the subtraction is rarely necessary. But, as pointed out, "roll under, but as high as possibly" is mathematically equivalent, so I really don't see what the fuss about the opposed roll mechanic is - it's simple, straighforward and doesn't involve any significant maths. Plus there were three optional variants in the playtest draft IIRC... 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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There's no Hard Maths involved. Believe me, I've done some hard maths (although not too hard) and this isn't it.
A critical success beats a special, normal, failure or fumble. A special success beats a normal, failure or fumble. A normal success beats a failure of fumble. A failure beats a fumble. Simple, assuming you can work out whether you've succeeded/failed/fumbled/specialed/criticaled. If you get the same result (i.e. both Fumble, both Fail, both succeed normally, both special or both critical) then you have to work out who has done better. I prefer "succeeded by most", other people prefer "highest roll", they are the same. Normally it doesn't take much calculation to work out "succeeded by most" and no calculation to work out "highest roll". So, where's the problem? I'm not sure about the loser's level of success having an effect on the victor's levelm of success as I don't have BRP yet. presumably that is to differentiate a critical vs special from a critical vs failure, for example. It's pretty irrelevant if that's the case as BRP doesn't have any meaningful rules for effects based on differences between levels of success. |
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"I only made my sneak by twenty odd" "That's too bad, the guard is very alert - he made the spot by about forty odd so he's spotted you". In very few cases will the exact margin be relevant. And, as has been said repeatedly, "highest roll wins on same success level" is mathematically equivalent to the subtraction, so the rule as written DOESN'T require even the terrifying complexities of basic two digit integer subtraction... ![]() 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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