Yeah - nothing Earth shattering.
People, this rule was inspired by James Bishop's variant rule for stat saves when a character has really high stat levels.
Now, on the thread for the release of the variant rule, I did a wonderful job of making myself look like a total S.O.B. That is actually okay, because being an S.O.B. is something I do remarkably well. The fact of the matter is, that I think we (all FGU contributors) could do better. I think James can refine his rule, and narrow it somewhat and make it even better than it is. If it were a total piece of poo, I would not expend much energy on it, but I feel it may appeal to a few players, and the reality is, it's there, and it ain't gonna go away - but what it can do is grow.
It sounds a lot like a personal attack on James, but it's not.
Now, why post the rule I posted here? I perceive a few minor problems with the rule that could be fixed. The biggest reason for the rule I posted here is for illustrative purposes.
The variant as it stands can only make tasks more difficult, there is no mention of negative difficulty. In the combat section of V&V, there are modifiers that make hitting the target easier and harder, it seems logical that the variant rule would do the same - and it can, it just needs adjustment. Unfortunately you can't just say "It's an easy save, so it has -1 difficulty"
-1/10 = -10%, which is kind of confusing.
Also in V&V, every roll I can think of is "Roll X or less on 1d20 (or 1d100, or whatever)". The variant goes the other way, <edit>Roll X or less to fail, or roll X or above to succeed</edit> and that may cause some confusion with a few newer players. But by adding "1-" in front of the formula of [difficulty]/[stat], you arrive at a roll X or less target again.
2/10 = 20% chance to fail 1-(2/10) = 80% chance to succeed, which is a small change that brings us back to "V&V standard". It is basically 100% - [% to fail] = % to succeed (1 is the same as 100%).
<edit>But this solution is not quite optimal.</edit> A few times I tried a save on the variant rule I got my numbers reversed. This is a problem with division. 1/10 is a long way from 10/1. With a multiplier formula, mixing up the numbers no longer causes confusion. 1*10 and 10*1 give us the same product.
For those three reasons, I would recommend altering the formula away from division and towards multiplication of fractions (which every player has done to find his or her character's total hit points).
The rules for saves are pretty explicit in V&V, you always get a 5% chance to fail or succeed. Seems like that was important to the original authors, so I think it should at least be considered for any variant rule. I've stated my reasons for this several times in another thread, so I won't cover it again here. You all know where to look if you need a refresher.
There are other parts of the rule that could be left out of this particular variant and re-presented as separate variant rules later on (making them a bit easier to find for newer players).
Lastly, there is no guide on what constitutes a difficulty of "X". It seems like newer GMs were in mind when the rule was written, so perhaps there should be some guidelines for these new guys to help them figure out what is complexity 5, 10, or 20.
The hope was that James would come to these conclusions on his own. Frankly, I did not want to just spell it out as I have, because now it's not James' idea, I have tainted it.
This is not an attack on James. He's done a boat load of good, solid work, and he's certainly busted his butt for FGU. What this is is an indication <edit> validation </edit>that his goal was spot on, but a few small missteps made an "awesome" solution into a "pretty good solution", and you guys all deserve all the AWESOME we can send your way.
You should also know that even if I thought James' system was perfect, I would point out that I would not use it, and that I thought there were other ways - and indicate my reasons. But I will not tell any of you not to use the variant - as it stands, or as it may be revised. in fact I would say that if it makes your party's gaming better, you should absolutely use it. I'm not telling you that the variant is "stupid", I'm illustrating other ways to look at a particular hurdle or shortcoming in the established rules.
Again, some may see all of this as an attack on James or his work, but it's not. It was an, admittedly, ham-handed attempt to get James to revise the rule into an even better rule - that way it's still totally James', not James and some jerk's. I admit failure on that front. I apologize for the confusion and for some of the drama (but not all of it).
Look at the house rule, keep in mind it is just an illustration. I didn't present it that way, but that's what it is.
This is not the end of the point I am trying to make - that I am hoping someone will come to my intended destination all on their own (read as any FGU contributor but me).
[edited to fix some bad typing and words I forgot to type in]
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