Good idea, poor execution, bizarre design decisions.
Is it any good?
>You already know the answer, and you're only posting it for bait, autistic screeching, and le ebin NU-MALE-ERA XD jokes.
I literally just came for this
>Nu-menéra
Thank you!
>The XP system in general
I will agree that XP system is really weird in a lot of places.
>Intrusions have almost no guidelines but do more than automatically missing.
I think this is up to personal taste since the intuitions can be used to really throw a curve-ball at the players, and make for some interesting moments. And I personally prefer rules to be a bit more lax and dependent on the GM since it cuts a lot of rules lawyering.
>d20-based
I don't really see the problem here. Is it because of the number distribution?
Half of the anti-d20 meme is just because d20 = D&D and shitty OGL in people's(idiot's) minds. In this case, however, the distribution of the numbers across the Difficulty system means that it feels more, well, random than even standard d20 systems.
>I don't really see the problem here. Is it because of the number distribution?
The d20 is a die for slapstick comedy games where the wacky linear curve makes for the entertainment. The d20 system is farcical by being built on this and pretending that it's capable of telling stories instead of running beer and pretzels games. I have no problem with the latter, just the former of using the wrong tool for the job.
>I think this is up to personal taste since the intuitions can be used to really throw a curve-ball at the players, and make for some interesting moments.
Except you're just as likely to roll an Intrusion as you would be to not roll an intrusion, which makes the whole concept of special rolls idiotic in anything except a comedy game.
>I personally prefer rules to be a bit more lax and dependent on the GM since it cuts a lot of rules lawyering.
Except it doesn't really. It just transfers the framing of the argument from about the rules to about the GM's judgement, and that isn't any better. That isn't to say that rules can be lax -- they can. You just need to provide ample context and scaffolding for GMs to build off of, e.g. how the Fate System Toolkit breaks down Fate so you can customize it to suit your needs, or how GURPS provides rules for most everything so you don't need to know everything and make a bunch of judgement calls.
The best method to curb rules lawyering, of course, is to have a spine and nip it in the bud, before it becomes a problem.
Yeah now that I ran the math i can see why yo will say that. It's a lot more granular than normal d20 systems (you have a lot of "dead-roll" zones).
>The d20 is a die for slapstick comedy games where the wacky linear curve makes for the entertainment.
I guess it depends on the implementation of the GM. If you had a shit one even the best number distribution can't help you. Keep in mind WHFRP had linear distribution and it's one of the best systems I've played.
As for intrusion i need to mention that I am talking about the special ones not the free ones. The free ones can get a bit tedious after a while so u have to resort to the good 'ol "Well you miss."
Note: I don't think this system is the second cumming of Christ. I just don't think it's that bad. It's like a 7/10
>The d20 is a die for slapstick comedy games where the wacky linear curve makes for the entertainment
It's not the die, it's how it's traditionally used in systems that use it.
>The free ones can get a bit tedious after a while so u have to resort to the good 'ol "Well you miss."
The fact that critical anythings can be tedious is a serious mark against the system.
>I guess it depends on the implementation of the GM. If you had a shit one even the best number distribution can't help you.
And if you have a great one, they're going to be ignoring the system, even the dice, in order to tell the story and play the game you and your fellow players and your GM want to play, so why waste your time with a system that isn't doing what you need it to do?
>Keep in mind WHFRP had linear distribution and it's one of the best systems I've played.
If you say so.
>Note: I don't think this system is the second cumming of Christ. I just don't think it's that bad. It's like a 7/10
We have quite different standards. To each his own.
>It's not the die, it's how it's traditionally used in systems that use it.
A linear curve means that every outcome is equally likely. Will you use it only for random tables? That's a fitting use of a d20, one that I have seen. Using it as your main resolution mechanic, though, isn't fitting for any game except comedy games, or do you have examples counter to that? I'd like to see them.
Oh Jesus... just be honest and say you want to argue with someone angrily about linear systems.
Besides that, there's the BRP d100 Family of rpgs, which has linear progression in a percentile system. And before you argue about 2d10 vs. D100, there is no difference in probability. Included is RuneQuest and Call of Cthulhu, some of the oldest and most popular systems out there.
>Oh Jesus... just be honest and say you want to argue with someone angrily about linear systems.
I don't.
>Besides that, there's the BRP d100 Family of rpgs, which has linear progression in a percentile system.
Yes, they're bad too.
>And before you argue about 2d10 vs. D100, there is no difference in probability.
I know that. I have a rudimentary understanding of probability.
>Included is RuneQuest and Call of Cthulhu, some of the oldest and most popular systems out there.
That's nice. Doesn't make them good. Just popular.