RadiantPhoenix wrote:Because people suck at dealing with "some of the time" and other unquantified numbers.
So like the
some of the time where you arbitrarily choose whether or not to use the hard bonuses from the initial failed attempt?
Or the
unquantified numbers of the current "pull four numbers out of your ass that make the results not stupid" methodology?
but we have developed this thing called "math"
Math has hardly reared it's head within this system. In attempt one the methodology was basically "pick non-stupid result range, now go arbitrarily decide a bunch of sometimes options and add up bonuses until you are in that non-stupid result range". The adding up was the only math in use and it was an unnecessary step that made you do math for
no reason. The current terribad pull numbers out of your ass alternative is actually superior to that. Low bar as that may be.
Because that generates more or less the same results as MTP, but requires you to actually roll dice and look things up in a book.
That's the damn point. Virgil's "system" generates the same (or inferior) results to MTP, and requires you to roll dice and look things up and either pull several numbers out your ass or accumulate arbitrary bonuses until reaching your decided non-stupid result range.
The table alternative ALSO generates the same results.
But it does it fucking faster. It is a more efficient means of reaching the same somewhat questionable ends Virgil seems to have set for himself.
Tussock wrote:I suppose PL can tell us why rolling morale checks is bad too.
A functional morale system in an RPG might in fact be a very nice thing.
But... morale systems are complex. The closest I've seen to paying off are in larger scale miniature war games, and the types of results they generate are not really the same level of detail you'd want to aim at in an RPG.
In the end your RPG type morale system comes up against pretty much all the same potential problems as a diplomacy mechanic. And if you approach it with the same sorts of failed design methodologies that Virgil is attempting here... it will have remarkably similar looking failings.
So in the end making a functional Morale mechanic that generated the results and RPG would want AND somehow doing it within an acceptable complexity cost would be
really good but also
insanely hard.
To the point that it's pretty damn hard to say it is at all likely that you'd end up with anything better than "GM decides when it seems reasonable for dudes to retreat".
And you just KNOW that all the proposals for how to make it work are actually going to BE "GM Decides when it seems reasonable for dudes to retreat, only with pretend math and some fake dice rolls".