>>5851151>>5851154To add on to this conversation, part of the issue with opposed rolls is also going to be the same issue with a single roll or best of one roll which is indicative of many role playing games. In the fact that you can succeed or fail on a single roll, but in this case it is the QM who can also force a success or loss based on their opposed roll. I don't have a problem with this system for tabletop games and various other RPGs because roles are quite common and happen frequently with most character builds and decisions adding modifiers to these roles to facilitate the progression and role-playing aspects. however in a quest in which updates are usually very slow and most updates will only have one role or two maximum where players can actually attempt to overcome the obstacles put in front of them. This in addition to the fact that there's a lot less decision making in a single person the decision to roll since a single player is not also designing the characters in the Quest and it is being decided by committee (as in the player base of the quest who is building the characters) taking away even more meaningful decision making from the players, which is why I feel that static or single roll opposed DC's are very boring for Quests.
For Space Monke, I often try to do percentile roles where every player contributes a meaningful portion of a total percent, such as the top five D20 rolls to make a total percentile role, meaning the maximum possible role is a 100 if five players get 20 but obviously it isn't going to happen. Obviously the dice curve such situation is such that your DCS will have to be said suitably High as there will be very little chance that players will have less than a middle of the road roll for all the players in a quest, however it allows every player who rolls to essentially be given an opportunity to meaningfully shape the encounter and it means that the second best roll is not automatically thrown away when somebody else beats it which is another problem with binary success fails. My absolute favorite dice mechanic that I came up with was for Beneath the Moaning Mountain- where each character in combat would have an attack & defense value, that each player can only roll for one category for one character max. this meant that you had to decide whether you wanted to try to improve a low role that another player made or give an average role to someone who didn't have a category yet in order to better protect them or allow them to deal damage- this also meant similar to other dungeon crawling games that the larger your party becomes the less efficient it becomes because a party of only one to two people can have a lot more of the static player number rerolling and optimizing their rolls. The problem with the system of course is that even the biggest Quest on this board rarely get enough votes to divide among a large number if characters. I really like this mechanic however and wish I could have explored it more.