silva wrote:Tussock, care to give an example of that kind of "one axis" rule ? I dont remember seeing any. Even 1e D&D tracked chance of success and damage separately, no ?
Yes it did. One-axis resolution systems are things like the 3e skill system, where more powerful effects and less likely events are the same thing for everyone. And it's so bad at doing everything that whole chunks of it get thrown out and you just can't use it for anything that matters to the game.
There's also Mutants & Masterminds where the hit roll determines the basic damage numbers, so high skill and massive power are almost exactly the same thing. Anything with margin-of-success determining your effect immediately struggles to describe a bus, a rhino, or a castle wall. Let alone a briar bush for Br'er Rabbit to be thrown into.
The mentioned 2-axis system in early Shadowrun falls apart because the RNG is
tiny and the modifiers are
huge by comparison. It's a d6, so +3 is the whole game, and sometimes they generate numbers like TN 14 on that d6. Then either you've bullshitted up +11 and broken the game or you lose like everyone else. Effectively one dominant axis of shifting the target numbers, with the number of successes only mattering when you're coincidentally in range there.
Three-axis is like GURPS4 combat: with a targeting function, a penetration function, and a damage function. It covers a huge amount of conceptual space, but you usually ignore the penetration step because it's not really needed. Just stops you killing large, heavily armoured vehicles with a pistol (or anything that's not designed to kill armour), while also keeping a super-science tank-killing pistol from obliterating PCs (like it does in RIFTS with megadamage).
Then of course, GURPS ignores that for the non-combat parts of the game and drops back to a single-axis resolution function. Which consequently sucks.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.