and have essentially made it your argument that close calls completely trump any other considerations regardless of how frequently they occur and without providing any proof that they are significantly more likely in a d100 than a d10
You're demonstrably wrong as recorded on the previous page of this thread in great detail, including but not limited to the mathematics of 1% variances being closer to the target in probability than 10% variances.
My bad on that, I misspoke. I intended to put "any proof that they are significantly stronger in a d100 than a d10." You have not given any backing to this, other than your own opinion. I understand that it seems intuitive, but I've frequently asked you to produce a study showing that having a greater range of results presents significantly stronger effects when you are close to the target number. I'd do it myself, but you're the one who knows the correct terms to look up, and the one making the assertion.
Your posts now are just frivolous claims that you've 'addressed everything', with still no demonstration of proof for your contention that a low probability of occurrence indicates it should be removed from the game.
Will you be railing against the chance of weapon jams and perils of the warp next?
Again, your contentions are all and entirely opinion .
Including the demonstrably incorrect opinion that I claimed a 'close calls' effect 'trumps everything', when in fact the details of my second post in this thread list it as merely one more potential thing in favor for a d100.
I made the assertion that the rare occurrence of the usefulness of the one's digit implies that it's probably not useful to keep around. You brought up that the one's digit allows for a greater close call effect. I asked you multiple times if you think that is an important enough effect to make up for it being so rare, and you have not answered. I can only take your silence on the matter to mean that you think it is the major point in favor of the d100. You also haven't answered why you wouldn't use a d1000 instead, or whether it's significantly better than a d10. Surely the relevant literature has some guidance on this? You are fond of telling everyone how much better you know it than them, so why not educate us poor plebes on the exacts? And I actually do think the weapon jam system needs reworking, and it's already been said that the perils of the warp is not using the d100 in the same way that task resolution is.
So yes, ignoring demonstrable effects like human psychology on RPGs is, in fact, willful ignorance .
And you seem to be doing it for the sole purpose of an egotistical defense for your claim of mathematical infrequency being entirely equivalent to gameplay irrelevance.
So again, my posts have largely been to direct you to the facets of that clearly relevant field which may be of some relevance here:
Because without a statement of why exactly the infrequent event contributes negatively to player enjoyment of the game in the completeness of the system, and why the new proposition contributes more positively, that contention shall likely forever remain an irrelevant opinion .
I haven't ignored any of the facts presented to me. I've brought up reasonable criticisms to what you've said that you've chosen to ignore and follow up by calling me willfully ignorant. This is confusing to me, but maybe I just haven't consulted the relevant literature. And I have not said that mathematical infrequency is equivalent to gameplay relevance. I have honestly addressed every possible benefit of the one's digit that I could think of and that has been brought up in the thread and found that they don't really provide a decent argument in favor of the one's digit being used for task resolution. You seem really fond of the close call effect, and I've asked you, as the self-acting expert, to clarify the concept a bit, which you have consistently shied away from doing it. Maybe if you bothered to explain your point, it would be convincing, rather than just coming off like a pompous ass.
And this hasn't been an egotistical defense. I've been harsh in words to you because of the condescending tone of your posts, and I've frequently called for you to present some cogent argument that would call into question whether the mathematical infrequency is outweighed by possible benefit. I'm open to some actual information on the close call effect if you would bother to present it. It's not that hard to summarize relevant research. I really don't think it would be such a chore for you to get off your high horse and bother actually explaining something.
Why does the d100 contribute negatively? It's an incredibly swingy dice mechanic that is unable to properly balance player competence, scaling in a game where humans face giant alien monsters, and not being bogged down in a bunch of modifiers. I've written up a post about the d100 in this very forum discussing all of those concerns. Besides that, I haven't found the possible benefits of the one's digit to be all that appealing. What they add appears to be negligible, and you haven't shown me that the close call effect is significantly better for the d100 or even bothered to explain why it is so great for an rpg in the first place.
So I'll perhaps leave you with this:
Camyll spits blood and gets his hands to his torso, where a huge chunk of metal is buried deep in his flesh. He looks at Reginald, who is covered in dust and ashes, and smiles lightly.
"Oh, amigo . Sure you look worse than me" -Swallows-. "But I might be dying".
[Toughness roll: 28. I fail by ONE. Spend fate point to reroll: 22 [yay!]. Two fate points left. No blood loss, tho.]
A bit of a demonstration for the notability of close misses. You can't miss by one percent in d10. Would there be any such memorability in that sort of system?
Now of course that's not the only effect, as my posts in this thread have perhaps detailed. But it is an effect. And you'd likely require proof to accurately claim that it wasn't positive and humorous.
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I read that and saw it as the player just being frustrated over missing his roll by one. I am not an expert in the close call effect, but that seems to me to be more frustrating than rewarding, particularly in a system which has failure result in the most boring thing possible: nothing. I've seen the same effect happen with a d20, and I imagine it would translate to 2d10, which I'd prefer for the bell curve probability. I don't really see this as being an exemplar of why the close call effect is particularly notable for a roleplaying game.