opposed rolls more or less have to be judged on a bell curve to balance them in my experiance, and roll-offs against what is effectively a single die means that you either end up discarding the advantage in using the opposed rolls (the odds are too unpredictable to judge) or relegating the purpose of the roll to an outlier (modifiers in place overriding the any meaningful chance of getting different results). this is made a lot worse by the fact that single die roll has huge variance, so there is no real predictibility in comparing odds against relitively equal opponents. 4th's system mean you either have a large margin of un/favorable modifiers, or you have a crapshoot.totsuzenheni wrote: ↑Sun Feb 17, 2019 7:38 amI'm curious to know what it is that you ( all ) think is a recipe for trouble about putting percentile di(c)e together with opposed rolls. I'm developing a system that does just that and, though the way in which the rolls are opposed in the system i'm developing is different to the way in which they are opposed in WFRP 4th edition, this is one of the few things about WFRP 4th edition that i think i like, at least at 'first glance'. Is it the particular combination of percentile di(c)e and opposed rolls that appears in WFRP 4th edition, or is it any such combination that you ( all ) find troublesome?
they obviously went with piling on modifiers to convey the appearance of balanced combat, but it doesn't take much at all to game the system into uselessness from what i've seen.