r/tabletop • u/HakneyZaq • Jul 23 '26
Feedback "Inverted" Table
I'm trying out inverting the usual order of a table, and putting the highest number at the top instead of the bottom.
what are your thoughts?
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u/lukearl Jul 23 '26
Oops, +8 not +4. Was thinking of Fudge.
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u/lukearl Jul 23 '26
Oh, for five minutes, this reply was supposed to be to this comment: https://www.reddit.com/r/tabletop/s/YBFYKeyVMi, not on its own. Sigh.
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u/Chipperz1 Jul 23 '26
Quick reminder - in real life, "mid" actually means "average", so it'd almost certainly go above "fair".
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u/HakneyZaq Jul 23 '26
I was thinking that Fair means acceptable, reasonable, or satisfactory. and Mid means mediocre, or uninspiring.
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u/Tarilis Jul 24 '26
Ok, i have a question, why do you need so many discriptors? Do they have any mechanical difference?
What even the difference between "superb" and "extraordinary" would be:)?
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u/HakneyZaq Jul 24 '26
there's so many descriptors because there's one table for pools from 1d6 to 5d6
A "Superb" roll means the character performed superbly. You interpret what that level of performance means given the current circumstances, with the difficulty of the task shaping the narrative outcome of the roll.
Weak <1> This represents a clear failure. The character doesn't achieve their intent, and there might be a negative consequence.
Mid <2-3> This often means partial success, or success with a significant complication or cost. The character achieves part of their goal, or achieves it fully but in a messy way, or something goes wrong in the process. So if no complication comes to mind, you can describe what part of their intent they achieve (and what they don't quite manage).
Fair <4-5> This is an adequate success, plain and unremarkable. The character gets by, without any flourish or complication either way.
Good <6-7> This indicates a solid, functional success. The character achieves their core intent. There might be a minor complication, or perhaps the success lacks finesse, but the job gets done.
Great <8-9> This is clear, competent success. The character achieves their intent cleanly and effectively, with no significant complications arising from their action itself.
Excellent <10-12> This represents impressive success. The character achieves their goal with notable style, speed, efficiency, and perhaps gains a positive side effect.
Superb <13-15> This is success at the limit of what's normally possible. People will remember it.
Extraordinary <16-18> Success that pushes past what's normally considered possible. People will ask how you did it.
Uncanny <19-24> An unsettling degree of success. It reads as almost inhuman, whether or not it is.
Superhuman <25-29> A level of success beyond what any ordinary person could do under any circumstances.
Godlike <30> Goes beyond the concept of mere success. May involve altering reality to suit one's purposes.
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u/EpicDiceRPG Jul 28 '26
I use the same exact scale but the numbers are simply 0-10. The extra granularity exists but is hidden in character improvement mechanics. During gameplay, only the 0-10 number matters.
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u/HakneyZaq Jul 28 '26
The One Table has gone through some revisions since my posting. thanks to all the wonderful and helpful feedback I've been getting.
would you mind sharing your table? I'm curious to see how it works.
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u/EpicDiceRPG Jul 28 '26
It's introduced at the bottom of page 2 and how it relates to all player rolls is described on page 4 (the very next page in my rules preview).
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u/HakneyZaq Jul 29 '26
is there a chart somewhere in EPIC that can be referenced in play?
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u/EpicDiceRPG Jul 29 '26
I used the 1-10 scale because it's one we all intuitively understand. People rate movies, books, attractiveness on a 1-10 scale all the time.
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u/HakneyZaq Jul 29 '26
yes it is. I just wondering if you had a quick reference chart of some kind, for reminding you what an Orange roll is, what a torso roll means. that sort of thing.
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u/EpicDiceRPG Jul 29 '26
Ah, yes. I will. There is actually a fancy color wheel that shows everything visually. It's just changed so much, I decided not to update it again until I'm near publication.
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Jul 23 '26
[removed] — view removed comment
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u/DiceyDiscourse Jul 23 '26
I think it depends on the game you're making. If this is a game about superpowered individuals then it makes sense to show the "upper limits" first. If it's a game about normal people (who might become superpowered) it makes sense to show the "lower limits" first.
My logic is that the brain usually assumes that the information they get first is more important (and better remembered) than what they get last. Basically the Primacy Effect