FS3 already has higher success chances than most other mainstream RPGs, but people still lament “the dice hate me”. There’s not really anything you can do about that in a RPG driven by dice. Dice are gonna hate hate hate…
But what if the RPG wasn’t driven by dice? Or at least… not as much?
I’m just randomly musing at this point, but I’m curious what people think of the idea at the broadest level. Do you like roleplay to be driven more by chance or more by choices?
Just a very rough sketch of what this might look like…
Imagine you have a lot more luck points and they refresh faster, so they come into play a lot more often. When you roll, you automatically get a base success level depending on your ability. While there is a small random factor at play, you can also spend luck. This doesn’t just give you a better chance (e.g. more dice), it actually directly shifts success in your favor.
Here’s an example of how the numbers could work. Keep in mind I haven’t really fleshed this out:
success = base value (from ability / 2) +/- random factor (+/-2) + luck points
Let’s say Gustavo and Cate are playing Pyramid. He’s got an ability of 11, she’s got 6. Add in the random factor and that gives Tavo 3-7 and Cate 1-5. Tavo wins most of the time, but there are still some outcomes where Cate wins. Specifically:
-2 - 5% Cate Victory
-1 - 8% Cate Victory (Marginal?)
0 - 12% Draw
1 - 17% Tavo Victory (Marginal?)
2 - 20% Tavo Victory
3 - 16% Tavo Victory
4 - 13% Tavo Victory
5 - 8% Tavo Victory (Crushing?)
6 - 5% Tavo Victory
Now that’s without any luck. Both sides can choose to spend luck (up to some max) if that roll was important to them.
In combat you’d be able to assign different amounts of luck to attack, defense and initiative.
Like I said, all very rough at the moment but I just wanted to float the idea.