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Balancing skill rolls

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BrennenW05

Radio Bob Approved
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Jul 13, 2021
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The recent skill roll command is super unbalanced, with it just adding your skill leveling to the roll, leading to some very whacky rolls, like a medical roll getting a 70 out of 20, meaning the doctor doing it is now a god of medicine

I suggest making the formula for the bonus to be (skill level + skill boost)/5, this would make the roll bonus be from 0 to 10, a much more balanced bonus, being in line with attribute bonus we already have

put any other balancing suggestions in the reply, cause the rolls are getting a bit too whacky
 

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I recommend the formula be Attribute + (Skill Level/5).

This means that a character with an SL of 50, as well as having invested the maximum of 5 base points into a stat, can get a +10. This is a massive advantage while still leaving room for random chance to prevail. Not to mention, food boosts can take this even further to a +15, heavily favoring those who prepare while still being fair.

The new system was implemented very poorly, and as it stands, the entire point of the roll system has been erased. We now have a system in which the margin of randomness is up to 20 points, while you can get up to 60 points in boosts alone now. (+10 Attribute and 50 SL.)

Compared to the former system, where with preparation you could only get +10 in boosts max.

Pls fix.
 
This... Really isn't broken. It piggy backs off the roll system as it should. This is how EVERY schema with this roll system implemented has done it. Some do it better then others, due to actually rolling a D100 or letting you choose what dice to roll against. Sure that could probably be added but this is a gauge of chance, major chance at that. If you're rolling a D20 and get 20 out of 20 + attribute (possibly 5) then you've got guess what... A natural 20, What you're asking for is for people to take rolls seriously to the point if someone rolls a 25 out of 20 they're literally the second coming of jesus. Use your brain, don't let a schema always do shit for you. Like i know gmod is gmod, and roleplayers can be really fucking stupid.. I would know i was that stupid once. Not anymore. But come on, use your head.
 
This... Really isn't broken. It piggy backs off the roll system as it should. This is how EVERY schema with this roll system implemented has done it. Some do it better then others, due to actually rolling a D100 or letting you choose what dice to roll against. Sure that could probably be added but this is a gauge of chance, major chance at that. If you're rolling a D20 and get 20 out of 20 + attribute (possibly 5) then you've got guess what... A natural 20, What you're asking for is for people to take rolls seriously to the point if someone rolls a 25 out of 20 they're literally the second coming of jesus. Use your brain, don't let a schema always do shit for you. Like i know gmod is gmod, and roleplayers can be really fucking stupid.. I would know i was that stupid once. Not anymore. But come on, use your head.
it is unbalanced, rolling a d20 with the possibility to get a 70 is unbalanced, I was exaggerating when I said someone is now the god of medicine.

With the current system a person with the higher skills with a win no matter what there is no actual randomness to the role, thus no variety of outcomes, and unfairness

It also completely removes roll skills vs attributes as the skill will win cause of the massive bonus you get

I'm basing my balancing on a mix of regular TTRPG balancing, and the attribute roll we already have
 
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it is unbalanced, rolling a d20 with the possibility to get a 70 is unbalanced, I was exaggerating when I said someone is now the god of medicine.

With the current system a person with the higher skills with a win no matter what there is no actual randomness to the role, thus no variety of outcomes, and unfairness

It also completely removes roll skills vs attributes as the skill will win cause of the massive bonus you get

I'm basing my balancing on a mix of regular TTRPG balancing, and the attribute roll we already have
The system isn't broken, its just not balanced in the way you'd think. You are trying to solve an issue that really does not exist. The fact someone rolls over 20 is fine, you're ALWAYS gonna get that with variable stats. Its a lot harder to fix someone to a set roll range when your skills have to come into account (for example level 45 medicine) and you roll for medicine. you're not gonna roll a fuckin 20 for medicine, you're gonna roll 1 up to 45. Thats how it is. And how its sorted, to fix this sort of thing you'd need to completely revamp the skills system with the roll system in mind.
 
The system isn't broken, its just not balanced in the way you'd think. You are trying to solve an issue that really does not exist. The fact someone rolls over 20 is fine, you're ALWAYS gonna get that with variable stats. Its a lot harder to fix someone to a set roll range when your skills have to come into account (for example level 45 medicine) and you roll for medicine. you're not gonna roll a fuckin 20 for medicine, you're gonna roll 1 up to 45. Thats how it is. And how its sorted, to fix this sort of thing you'd need to completely revamp the skills system with the roll system in mind.
its not the fact that some roll over 20, its the fact that its so extreme compared to rolling with an attribute
 
its not the fact that some roll over 20, its the fact that its so extreme compared to rolling with an attribute
But as i said. Its not broken. Its not something that can easily be fixed either. Outside of reworking the entire system which i am sure NOBODY wants to do. Like i said, if you're gonna take the fact that you know... You roll over say 45 out of 20. Use your brain, it doesn't make you a god at medicine or anything else for that matter, it just means you succeed the roll. Its up to the people roleplaying to roleplay accordingly. I've had to deal with this same system implemented in a more shitty manner before. Back in 2015. Its literally the exact same thing, but done better. The one back then took rolls, based on attributes (which could be trained up to 100) And rolled against them with a boost according to standard table top rules. So for example. Someone rolled an intelligence check (You could read books over the course of 30 irl minutes to raise 2 points of intelligence) And they'd roll out of a standard D20, said roll could be (if perfect) A D20 + 100 = 120 Which is perfectly fine, it is literally just a system You ROLL against. For example in combat. Man rolls speed out of 20, and gets a 15+ for the sake of it lets do 15 speed, He gets a 30. Other person rolls a 20 + his 5 firearms and boom he only gets a 25. WHICH MEANS He loses, the man somehow dodges a bullet or was too quick. Its literally a Challenge and react system. As with every rolling system ever. It doesn't have reason to be fixed or changed or anything. Sure its kinda jank to some people rolling shit like 15+50 for something like guns, which means they get a 65, which is fine, if its in reaction to someone. The system works as intended.
 
But as i said. Its not broken. Its not something that can easily be fixed either. Outside of reworking the entire system which i am sure NOBODY wants to do. Like i said, if you're gonna take the fact that you know... You roll over say 45 out of 20. Use your brain, it doesn't make you a god at medicine or anything else for that matter, it just means you succeed the roll. Its up to the people roleplaying to roleplay accordingly. I've had to deal with this same system implemented in a more shitty manner before. Back in 2015. Its literally the exact same thing, but done better. The one back then took rolls, based on attributes (which could be trained up to 100) And rolled against them with a boost according to standard table top rules. So for example. Someone rolled an intelligence check (You could read books over the course of 30 irl minutes to raise 2 points of intelligence) And they'd roll out of a standard D20, said roll could be (if perfect) A D20 + 100 = 120 Which is perfectly fine, it is literally just a system You ROLL against. For example in combat. Man rolls speed out of 20, and gets a 15+ for the sake of it lets do 15 speed, He gets a 30. Other person rolls a 20 + his 5 firearms and boom he only gets a 25. WHICH MEANS He loses, the man somehow dodges a bullet or was too quick. Its literally a Challenge and react system. As with every rolling system ever. It doesn't have reason to be fixed or changed or anything. Sure its kinda jank to some people rolling shit like 15+50 for something like guns, which means they get a 65, which is fine, if its in reaction to someone. The system works as intended.
I don't think you understand what the problem actually is, the problem is NOT that they are rolling that high. A person can have a max of +10 to an attribute roll. A person with a skill of 30 or higher will automatically beat any attribute roll, that is the unbalanced part.
There are 3 ways to fix this, increase the max attribute bonus, decrease the max skill bonus, or use a d100.
 
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