So, here’s the thing... Your RPG has a character fantasy that it’s trying to play out, right? There’s a flavor that’s going to be baked into the mechanics to try to make it easy for a player to express and be immersed in their character within that fantasy. There is a LOT to discuss on the subject, but I want to zero in on one aspect that can really make or break the fantasy for your players: success and failure.
Whether it’s tests of combat, social, exploration skills, or something else entirely, most RPG systems will determine success or failure by a die roll. It can be a d20, 2d6, 2d20, 1d100, or some truly wild systems with fists full of specialized dice, but we can boil them all down to mathematical probability. Ignoring modifiers and target numbers, if a person needs to roll a 11 or higher on a D20, they have a 50% chance of succeeding. Duh, right? But really think about what that means... In that scenario, the character’s odds of success or failure are even. Do the thing twice, probably fail once and succeed once. A coin toss. It’s just a matter of pure luck at that point. Certainly not something you’d plan on or expect to work!
Contrast that with having to roll a 3 or higher on a d20: 90% chance of success. Solid odds that you’d feel pretty confident with, right? Sure, 10% isn’t that unlikely, but you’d bet on succeeding. You might even expect that to work. You could form a plan around a 90% chance of success. A failure would be a bit of a shock and maybe cause a significant disruption.
Now imagine you only succeed if that d20 shows a natural 20. 5% chance. It ain’t happening, friend. You’re rolling and only divine intervention will save you. Even before the die finishes clattering, you’re expecting and maybe even preparing for the consequences of failure. Should you succeed though... Whole table goes wild. Cheers, backslapping, and probably the formation of a story that you’ll all remind each other of for decades to come.
So what, right? Maybe you’ve never considered the math behind the die rolls, but this is pretty basic stuff! Stay with me for a bit longer as we circle back to the fantasy... Imagine you’re playing a game about spies and you’ve showed up to the table with an expert lock picker. Your character is recognized as an expert in the field, with years of training, experience, and education under their belt. The game starts, and your GM describes a fastfood joint’s general manager’s door in your path as locked by a fairly standard, hardware store quality lock. You get ready to roll to pick the lock, die cool in your hand. The GM gives you the target number... And after doing some basic math in your head, you realize that, even with all of your character’s expertise and tools, your odds of success are 50%. How’s your fantasy feelin’ about then? Do you feel like your lock picking expert is in control of their fate? Or are they at the mercy of the fickle whims of capricious luck? Do you believe in this world where an expert has a coin toss’s odds of defeating this bargain bin lock? I’ll bet not. It’s as ridiculous and jarring as the odds of a 72 year old librarian with aesthma successfully putting a Hell Angel’s biker into an arm-bar hold 90% of the time.
Take a look at the range of difficulties in your game, then compare that with what a typical player character is capable of. What are the odds of their success for a normal or difficult task? Will your experts generally be kicking around that 80-90% chance of success? Or something closer to 50/50? Is there a substantial difference between your experts and untrained characters? This might seem boring, and probably will need the help of a website for dice odds for non-d20 systems, but it is worth the effort I promise you! With this knowledge, you can better craft your game session or system to present the fantasy you want the players to experience.
Here’s a quick and dirty guide:
If players can reasonably reach the 80-90% chance of success for most common tasks, you’re looking at an expert fantasy. Players want to see their character blow through mundane challenges like Superman through a wooden door when their character’s specialization comes into play. This isn’t to say ALL challenges should be simple; far from it! Players crave challenge, particularly for their character’s specialty, so be sure to include situations that will push their character to the limit. If our lockpicking expert is called upon to open up a bank vault in 10 seconds or less, while their allies battle enemy spies the next room over, and the whole mission is on the line, it is perfectly reasonable for the task to be 50/50 odds (or worse!) for the expert and flatly impossible for untrained rubes to attempt. That’s where the expert fantasy shines: difficult tasks with high stakes that only the specialist can possibly succeed.
If most checks for your players are going to be in the range of 40-60%, and doubly so if the difference between an expert and a normal character is minimal, you are in for slapstick or a lot of hot-or-cold rolling. If a magic item requires an Arcana check with a target number of 15 (a hard challenge as the game states), a 1st level genius wizard with training in arcane lore for a total of a +6 bonus to the check and an intelligent fighter with no Arcana training has a +2, that means the wizard needs to roll a 7 or higher and the fighter needs a 13. The wizard has a 70% chance of success while the fighter kicks a 40% chance. The difference between a lifetime of magical study with a genius intellect and some smarter-than-average newbie is 30%. There are, almost certainly, going to be situations where specialist characters will fail a fairly mundane task while their much, much less expert allies will pass.
Short note, I think a lot of 5e’s math problems can be fixed by doubling Proficiency bonuses, increasing harder DCs by 5, and reworking Expertise into something that ignores Disadvantage or grants Advantage more often. I’ll show my work if folks are interested later.
Lastly, if your characters expect failure more than 70% of the time... Whoooo boy, you are doing something weird! Either the game is based on failing-forward mechanics, something where only the truly lucky or exception survive, or dealing with failure is the whole point. Children With Wands is the only game I’ve seen that makes this fun, but I’ve met some truly special individuals who play early editions of Warhammer Roleplaying specifically to gleefully mulch their way through character after character. I don’t judge.
Hopefully this gave you something to think on if you’ve gotten this far. Whatever your fantasy preference, I wish you happy gaming!
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Dr. Who/Batman crossover?
But where Batman/Bruce is the Doctor?
I mostly like this idea because of the regeneration possibilities; maybe Adam West Batman (Batwest???) regenerates into Michael Keaton Batman (Batton?????) regenerates into Batbale into Batfleck into Battinson.
But it doesn't have to be in order!
I was thinking that each regeneration would have its adventures and such with one Robin, as tends to be the case with the Doctor and his companions. Dick would start us off, and maybe his best fit would be with one of the slightly darker versions of the Bat, like Keaton or Bale. When Dick grows up and decides he needs his own path, maybe there's a delay after we meet Jason before Bruce regenerates into West or Affleck. Then afterwards, when Jason is gone and before we get Tim, we get Pattinson.
I just think there's a lot to do here with how each Robin influences each regeneration, as well as all of the cookey sci-fi, the death-defying adventures, the time travel, and the planet-of-hats enemies.
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I'm so confused... why do people like lotl and think we're getting any points with this band? The lyrics don't make any sense or have any meaning, they sing with a terrible german accent (just sing german at that point) and they don't really commit to the metal genre. The only thing they got going for them is their vibe/look. I mean, please enlighten me, maybe I got it wrong since so many germans seem to like them lol
I should probably preface this by saying that they've been a long time favourite band of mine so I'm super biased and can only give you my subjective opinion so yeahhh...
I genuinely think they make great music and I think none of your arguments actually are arguments. For one, I don't think the accent is that bad. It's way worse when they're just talking instead of singing lol, and it doesn't impact the overall quality of the music at all. There's worse things than having an accent. Personally I find Chris Harms' voice very soothing actually, at times operatic and strong when he does scream vocals. I think they're all good with their instruments too.
Them not committing to the metal genre is also not a real critique imo? They're very self-aware of where they stand in the scene, there's plenty of instances where they make jokes about it themselves (even in the esc bewerbungsgespräch video itself) and they've said themselves that they just want to do what they want, that they want to be their most authentic and that had them happen to fall somewhere into glam metal. Idk if you just mean Blood and Glitter in particular but there's a lot of variety in their songs from way heavier stuff to songs like See You Soon. Blood and Glitter, I would say, is a lot more "mainstream" even, so it just rides that line.
The song itself is about life btw. Chris Harms said himself that the Blood part is nothing negative. It's about life that flows through you. The glitter, the beauty of life and experiences. The up and down of life.
And yeah. Of course their looks play a part in it.
I guess overall - and I mean no disrespect to any of the other contestants. I found positive things about all of them (except maybe Ikke Hüftgold...) - but we had the choice between not one but two Sad Boy Ballads and other songs that were pretty generic within their own genres. And with LotL Germany would send something interesting again. Something that is not pop, that's a little heavier, flashier and sticks out with both visuals and sound. Especially after the whole thing around Electric Callboy last year where the critique was that the other six songs were all the same with little to no variety at all. So even if LotL hadn't won this, I think, personally, that this year was a huge improvement to last year. But as a fan I'm incredibly happy!
I'll stop here because I feel like I'm justifying myself when I don't have to, and I happened to see that I'm not the only one who got this exact ask, so yeeeeah. I'm love them sorry not sorry. Thank you for giving me the opportunity to ramble for a bit hehe
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