The advantage, and I mean that in the strict sense of there being literally only one advantage, is if you are checking binary success or failure against an unmodified target number. Like say, HERO system's skills. You have a skill like "Stealth 15 or less" and then you roll the dice and if you roll a 15 or less you "are stealthy", whatever the fuck that means.virgil wrote:I'm trying to understand the advantage in keeping Roll Under without it being anything other than an Appeal to Tradition. From a detached PoV, as I don't really play in d% resolution systems, I can only see the logic in Roll Over.
The resolution of that is very fast. There is no addition or subtraction, just a simple comparison step. And if that is what you want to do with your skill system, it's good enough.
The problem is that unless you're making a pretty extreme "rules light" game, that isn't enough. You want to know how stealthy the character was. You want to know whether they were stealthier than another character. You want to know whether they were stealthy enough to get by someone who was "observant". And so on. And as soon as those questions come up, then Roll Under is 100% exactly the same as Roll Over except with a couple extra "multiply by negative 1" steps thrown in to make things more of a pain in the ass.
-Username17