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  1. #1
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    Default Flip flop combat rolls

    I am thinking of incorporating two rules into my BRP Superworld game, one from BRP Central forums and one from Yogsothoth.com but I would like people's input into how the two are likely to combine. Both changes are to speed up combat and reduce calculations by the players.

    1) Opposed rolls do not go to the person with the highest level of success but to the person with the highest roll which is still a success.
    E.g. 80% attack vs 60% dodge. Attacker rolls 61%, dodger rolls 10%, attacker gets higher roll and hits. This ignores special rolls, levels of success etc on contested rolls.

    2) I'll quote part of the forum entry:
    "But if you want more predictability and less failure, just roll percentiles but allow the player to choose which die to take as tens, and which as units. This would give your character with 60% Drive only a 16% chance of failure or thereabouts. A relative beginner with 30% skill would have about 50:50. Won't suit everyone, but might be worth considering."
    Much better chance of succeeding but player has to decide which is it better to use. Example above, attacker would get a special result if he reverses his attack roll (uses 16 instead of 61) but runs the risk of opponent dodging the attack more easily.

    The roll becomes a curve with successes enhanced and failures reduced, suiting a Superworld type game.

    Opinions please?

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    On 1) You might want to take a look at Mongoose's RuneQuest, and the games that followed it. All use the blackjack-mechanic you're describing here, and keeps a single critical range to 1/10 of skill. I like that mechanic, and while I can't see a reason why your take on it wouldn't work, I can say that Mongoose's opposed rolls are one of the things they got right.

    2) Flip-flopping every roll is pretty darn powerful. But if you can oppose it with a defending roll, it kind of evens out.

    You might be on to something here, carldot34

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    I have Mongoose's Runequest on my shelves but haven't ever used it (I have a lot of full shelf space!) That's a great suggestion.

    I wanted a roll that FELT suitable for Superworld without resorting to hero/action points etc.

    Thanks for your support, Baragei.

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    Quote Originally Posted by carldot34 View Post
    1) Opposed rolls do not go to the person with the highest level of success but to the person with the highest roll which is still a success.
    E.g. 80% attack vs 60% dodge. Attacker rolls 61%, dodger rolls 10%, attacker gets higher roll and hits. This ignores special rolls, levels of success etc on contested rolls.
    This is the mechanic used in Pendragon - you're just using a d100 instead of a d20. It works great! Here are some things to think about:
    • It is hard to include a mechanism for catastrophic failure (a fumble).
    • You will still have ties when two players roll the same number on a success. Chances are this won't happen often.
    • You can include a Critical success mechanism when you exactly equal your roll or perhaps come within a certain (5?) percentage of your skill.

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    Quote Originally Posted by filbanto View Post
    This is the mechanic used in Pendragon - you're just using a d100 instead of a d20. It works great! Here are some things to think about:
    • It is hard to include a mechanism for catastrophic failure (a fumble).
    • You will still have ties when two players roll the same number on a success. Chances are this won't happen often.
    • You can include a Critical success mechanism when you exactly equal your roll or perhaps come within a certain (5?) percentage of your skill.
    What I would do if using d100 instead of d20 and using Pendragon as a model:
    Rolling over is a failure
    96-00 is a fumble
    Rolling between the skill rating and 5 less than the rating is a critical success
    Highest roll that is a success wins in opposed resolution

    Or just use a d20 so it's:
    20 is a fumble
    rating is a crit
    highest success wins.
    My roleplaying blog: Axes and Orcs. Scramblings of anime, D&D, and RQ-derived games.

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    They use flip-flop rolls in Unnown Armies, albeit only for selected 'obsession' skills. I think it adds about 10% or so to the odds of success.

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    Quote Originally Posted by TrippyHippy View Post
    They use flip-flop rolls in Unnown Armies, albeit only for selected 'obsession' skills. I think it adds about 10% or so to the odds of success.
    The increment to the chance of success is indirectly proportional to its base value, for example it's +80% (of the rating) with a rating of 10 (actual chance of success is 18), +48% with a rating of 50 (actual chance of success is 74), and +9% with a rating of 90 (actual chance of success is 98%).

    carldot34, if I'm not wrong this flip-flop mechanics is not easily compatible with skill ratings going over 100.

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    I read flip flop combat rolls and had a whole different thought buzzing around my head; fighting in loose fitting beach footwear.
    Sorry. I'll get my coat.
    Very slowly working towards completing my monograph.

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