Right, if you plot it on a table, you can see the progress looks like this: (W = Win, D = Draw, L = Lose)sepulchre wrote: That is to say, the jump from 0 to +1 signifies a larger margin for success than from +1 to +2?
On 1d10 versus 1d10:
W/D/L
+0 = 45/10/45
+1 = 55/9/36
+2 = 64/8/28
+3 = 72/7/21
... and so on
In retrospect I should have said abilities and magic. A basic dislike for "Super D&D" is why we only really play up to twelfth level at maximum.sepulchre wrote: Yes, plain to see, again a version of the game I am beginning to relate to less and less. I think I am more inclined to a game that focuses on proficiency and non-proficiency with gear and the morale or elite nature of a figure. Granted this view sets me more in the wargaming camp than that of the FRPG.
It is tough to find the level of granularity you want for a given style of game. The weapon type versus armour class chart does add something interesting to the game, its limited applicability is no doubt the reason for its optional status.sepulchre wrote: And here is the rub, very easy to forget weapons factors belong to the binary outcome of dead or alive in human melee. I think I have found them striking, because the game I have sought is populated with humans and the monstrous emerges or takes it shape in the human. An example of this being the berserker or animistic, warrior cult aspects of Gaul and Scandanavia.