I've finally figured out how to articulate...
VedwintheTyrant
Member Posts: 50
I've finally figured out how to articulate my dislike of percentage-chance based abilities.
I'm well aware that it is now far too late for my opinion to be incorporated into the game, and even if there were time left I doubt this would be a worthy use of the developer's time. However, I wanted to share what I consider to be an elegant summation of my opinion.
The problem I have with percentage-chance based abilities (particularly when they appear on weapons) is that they break my suspension of disbelief.
I put a certain amount of trust into the rules which are used to articulate the game. I accept that there will be saving throws and attack rolls, and that the results of those rolls will be balanced to give me a challenge. I accept that the game designers have taken the time to ensure that there will be sufficient internal consistency to the rules so that any given session will fall within a continuum of that internal consistency.
When an ability calls on probability which is not represented by the components of the game system (which I feel that percentage-chance based abilities do in AD&D) it calls my attention to the fact that there are two sets of probabilistic results--those which compose the balance of the system and those which compose the chance that in my lifetime I will see any given variation of those results.
At this point I am no longer playing the game, but rather I'm trying to judge if I've been enough of a consistently lucky person to warrant choosing those abilities.
My contention is that it's bad form to ask the player to accept one version of probability while using another when it suits the designer's whim.
I'm well aware that it is now far too late for my opinion to be incorporated into the game, and even if there were time left I doubt this would be a worthy use of the developer's time. However, I wanted to share what I consider to be an elegant summation of my opinion.
The problem I have with percentage-chance based abilities (particularly when they appear on weapons) is that they break my suspension of disbelief.
I put a certain amount of trust into the rules which are used to articulate the game. I accept that there will be saving throws and attack rolls, and that the results of those rolls will be balanced to give me a challenge. I accept that the game designers have taken the time to ensure that there will be sufficient internal consistency to the rules so that any given session will fall within a continuum of that internal consistency.
When an ability calls on probability which is not represented by the components of the game system (which I feel that percentage-chance based abilities do in AD&D) it calls my attention to the fact that there are two sets of probabilistic results--those which compose the balance of the system and those which compose the chance that in my lifetime I will see any given variation of those results.
At this point I am no longer playing the game, but rather I'm trying to judge if I've been enough of a consistently lucky person to warrant choosing those abilities.
My contention is that it's bad form to ask the player to accept one version of probability while using another when it suits the designer's whim.
Post edited by VedwintheTyrant on
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Comments
I disagree though. If the ability was the correct one to chose has nothing to do with how lucky you have been with the dice rolls - I was the right or wrong decision, regardless of the end result.
If you are asked to bet $10 if you can guess the correct roll of a d6, and your choice are 1-5 or 6, then the right choice is always 1-5, even if ultimately the result of the dice roll is 6 this doesn't change.
Yeah, my head started to hurt halfway through.
Do you mean that you don't like that some things are based on probability whilst others are fated to happen, which you find inconsistent?
Or maybe an example of what you mean.
A 20% chance asks the player to consider that in 20% of the instances in which that player observes the weapon being used there will be a stunning effect. A saving throw vs. spell asks the player to consider that a monster may be particularly susceptible or resistant to magic and that the game will show this in the monsters saving throw values.
In the first case the player attempting to discern the value of the weapon must consider the likelihood that statistically unlikely events (the game where fewer than 20 in 100 instances of stunning are observed which evens out because of the game in which more than 20 in 100 instances of stunning are observed) are statistically likely in the long term.
In the second case the player attempting to discern the value of the weapon must consider the direction the story is taking.
In the first case a concern external to the game system is brought into the player's experience of the game system. In the second case the player can rest in the knowledge that the assumptions ze's been asked to make in order to play the game are the basis for zir experience of the game.
If that is the case, then yes I agree. A character should pick up a weapon and know that it stands a good chance of stunning weak monsters but probably won't work so well against the tougher critters.
Much later it was determined it wasn't the guns at all, but a small flaw in an ammo factory that affected about 20% of ammo produced and had specifically produced the ammo for the handgun manufacture.
All you need to know is that "this shield is better than that one" and not "this shield will block attacks 10 more times out of one hundred attacks more than that one will."
If you flip a coin, there's a 50% chance a heads will result and 50% chance that tails will result. If you observe 6 heads results in a row, is it still truly a 50% chance of each result? Yes. That's because probability isn't scripted. It can be predicted that with enough tosses that the two result counts with converge, but having them always being exactly equal is not how probability works.
I agree with Rapscallion: I can understand your preference of saving throw based encounters/resolutions over pure chance. And the 'character making decisions based on in-game world knowledge' versus 'player making decisions based on general life knowledge' is an interesting dynamic. However, I am not following your logic on probability fully. Your post about 20% vs. 17-20 on a 20 sided die is lost on me. Is there not equal chance in a 20% probability and in a 17-20 out of 20 probability that the effect will fail every instance throughout that game?
If a weapon has a 5% chance to stun, the enemy will still get to save vs those 5% hits, right?
If not, then yes, saving throw abilities are a more dynamic form of percentages, depending on the context.
But whos to say we cant have both mechanics in the game?
On the other hand, it might just be easier and more fun to suspend your disbelief in simulated random chance.
Flat percentages, on the other hand, is just that; flat percentages.
(Although, I was under the impression that %-modifiers allowed for saves as usual anyway, so the point might be moot)
That said, other posters have mentioned, everything concerning dice rolls is, essentially, a % chance. It's the way 2nd edition D&D expressed difficulty. A level 2 thief might be able to unlock chests about half the time. The other half of the time, he/she can't figure it out. A level 8 thief can pretty much unlock anything. A level 2 fighter is going to need a miracle to save against a spell cast by a level 20 mage. A level 2 mage is going to need similar divine intervention to have a spell damage a level 20 anything.
Everything in the game is based around percents, probabilities, and statistics. It's all math, cleverly disguised as an amazing, incredibly fun game. Part of playing it, as others have pointed out, is giving yourself the best odds to accomplish whatever goal you have in mind.
While each dice roll has an equivalent percentage attached to it, the dice roll is more tied to in-game factors, or at least can be perceived that way.
For example, lets say an ememy has a saving throw of 6, so he has to roll 6 or higher to make a save against some effect, meaning a roll from 1-5 will result in him being affected. This would be the same as the caster having a 25% chance to affect the enemy. But with the dice roll, you know that the odds are based on the current enemy you're facing, and next time it may be different. So it's kind of like taking into account the toughness of your oponent in determining if you'll succeed. If you were given a fixed percentage of success, it would be like the outcome isn't tied to the current situation, and is instead determined by some cosmic Force of Probability or something.
So you could think of the dice roll being a way of representing harder or easier enemies/situations. The percentage chance could be seen as invoking some abstract idea of probability to determine whether you succeed or not, which could be immersion-breaking to some people.
I'm not saying I agree with the OP, and I actually find this whole idea a little weird, but this is how I've interpreted what he's saying.