S4: For what it's worth, your nuclear bomb example convinced me that the rule is indeed broken. I wonder if people are missing your point that it does indeed give incentive to the player to make the task as difficult as possible, if their chances are already lower than say 10%. That is why we have to watch this stuff, for how it can affect player behaviour/decisions.
The problem of what to do about it is another matter. I've been just quietly watching and not seeing anything that completely satisfies me. Your solution indeed works well from a probability standpoint, but for my tastes (and likely the tastes of my players), it seems a bit mathy. That is not saying the "math" is hard at all, just that it incorporates more mental steps involved into every roll to account for something that doesn't really happen very often. This I am comparing to say "roll natural 20" or "boxcars", which is more what players are used to. Again, I'm not saying that it's hard, just harder, and introduces more latency or lag into the game. Not to mention it is different from the SF rule, meaning players have to remember 2 different rules now (as opposed to two very similar ones, like rolling a natural 1 or 20). Too much work for too little benefit.
The closest I've seen that I like is the "if you roll three 1s
and succeed at the task". It's basically like rolling a natural 20, it's consistent, easy to remember, and basically the same as rolling a natural 1 (or three 6s in this case). Of course, I guess to keep that last one I'd need to change SF to three 6s and failing. I'll ask my players which way they prefer next time we game.
In any case thanks for bringing this to my attention.
Ackehece said:
I see it more as a situation of - "I don't like Robertson screwdrivers. Maybe it would be better to use a Phillips in this case as it has a different feel."
We are fine with the Robertson - feel free to use other screws if you so desire but the one we are using is just fine.
So just to clarify, this makes it an issue of whether a rule is objectively broken, or just a matter of subjective preference. The way I see it, it is an objective problem. S4 clearly made his case and it indeed would likely influence player behaviour once they found this out. A key difference I also see is that there are two type of objective problems with rules: those that are show-stoppers, that make it impossible to play without changing or house-ruling them, and those that can be ignored, because they only add to the game (add good or bad). It's like the difference between there being a problem with your steering in a car, and the radio. You don't need the radio to drive the car, but it does make it nicer when it works. It seems like because this problem is of the second type of objective problem, most people aren't as concerned about bothering to fix it. But I do think that it is important to try and clarify what kind of problem we are talking about before seeking a solution. After all, if it was just a matter of being purely subjective, then there'd be no point in trying to change/fix anything. You can state why you like it that way, but that's all. Other people have their preferences.
Exactly. As I see it, you are wanting the Designer to defend his decisions, like he reports to you. Hence the answers you are getting.
As usual, if you don't like a rule as written, house rule it the way you want.
What's wrong with this? S4 is hardly the first or will be the last to ask for such justifications. Many people, including myself have asked similar questions in the past. It is something that many players want. And this is the reason: Because if something looks broken, maybe there is a good reason for it. We realize that there are compromises that need to be made when making a game, so if there is a good reason for something that looks wrong, and we are missing it, if we know what the reason is, that makes it much easier to live with. This is basically true of all of life actually, so I don't think it is an invalid thing to ask. And yeah, Marc does answer to us, his customers. Without which, he'd be out of business. That's how it works. We don't like it, we don't buy it. If Marc wants to sell more books, he needs a better product. We're telling him, for free, what we want. It's up to him whether he heeds that advice. Most companies pay a lot of money for that kind of marketing information.
That said, I've noticed that about 90% of the times I've asked for such answers, I haven't received any, from Marc or anyone else. And I think that this, as much as the actual problems with T5 has contributed to so many people staying away from it. I forget who it was, but there was another person who was a game designer on this forum, board and war games IIRC, and he talked about the importance of communicating these reasons with your customers, both in the published rules, and as an ongoing dialogue with them. It was really inspiring to me and almost made me want to try his games (that I was otherwise not really that interested in). So even though I am not a game designer per-se, T5 has pushed me into making tons of house-rules (for being both so great and so problematic). And in those house rules I try to be very clear as to why I made the changes I have, and am very open to other people's feedback on them. I don't assume I know everything, or can make the perfect rules. I welcome feedback as potential to make the rules even better. That doesn't mean I accept all ideas regardless of merit, but it is a dialogue I am willing and interested in having. And I wish that Marc was more involved in such because I think T5 could be vastly improved by it. I know, there was the beta, but I think that it is pretty clear (if by nothing else than the errata) that it wasn't long enough. And maybe some people (like me) weren't motivated enough during the beta like we are now that it is published. I wish I had put in more time during the beta, but that can't be changed now. But there is the opportunity to continue to improve T5, and we should be more supportive of those willing to help out, like S4 here.