"Hand-of-Omega" <handofomega.DeleteThis@hotmail.com> wrote in message
news:1135842025.870832.41120@g14g2000cwa.googlegroups.com...
> The various Storytelling systems used by WW have often had a key
> difference: How they determine difficulty for dice rolls. Some use a
> "sliding" difficultly number, entirely determined by the Storyteller,
> while the others use a "fixed" number that is always the same.
>
> Which of these two do you prefer? Does one work better for certain
> games than for others? And for completion's sake, does anyone have a
> list of which games use which?
>
> Dex
>
Sliding all the way. It allows for a greater degree of flexibility over
things than a fixed system, especially with weapons & maneuvers in combat.
A fixed system means that difficult weapons/maneuvers are even more
undesirable than simple ones, because dodge & parry work on opposed
successes-the last thing you want to see is someone canceling out your
to-hit suxx with dodge/parry suxx if you're already "fighting" your 2-handed
sword with the +1 difficulty it has, or "fighting" the +2 to diff you've got
from facing multiple opponents at the same time. Additionally, there's no
good way to distinguish "easier" weapons in a fixed system. Adding extra
dice to them won't make them *consistently* easier to use (unless you add a
silly amount), you can't lower a difficulty that starts at base 1, and
saying it grants lowered difficulty in situations where the diff is higher
than 1 makes it conditionally easier to use, not consistently so.
I've recently read the Aberrant rules and I'm willing to play a fixed system
now, but I still think they lose flexibility in order to favor simplicity.
Frankly IMO, if your players have trouble remembering/dealing with the
target number changing from roll to roll because it's "too complicated (to
remember)", maybe they shouldn't be playing :p
>> Stay informed about: Which Difficultly is best?