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While we likely won't have a d20 anytime soon, we do have a fairly strong system rework planned on the roadmap. We'll be detailing that soon.
We don't want to overcomplicate dice, and that's a delicate balance. Some players want more complication, some want less. We're working through Early Access to make it right.
Thank you for this feedback!
Anydice Simulation of Spark and Fudge[anydice.com]
If you can't use the link, and aren't familiar with Fudge, the most probable outcome of a roll is your skill level 3 (~23%), and it's a bell curve distribution around it.
With Spark, you're actually much more likely to roll lower than your skill, a 1 and 2 each have a 19% outcome and a 3 is only 16%.
Actually this creates a bit of an odd situation as you increase in skill. At skill 1 in Spark, you have a 50% of rolling a 1 or higher. At skill 2, you have a 62.5% chance of rolling 1 or higher. At skill 3 you have a 68.75% chance of rolling a 1 or higher. So for just succeeding at baseline tasks you aren't getting a linear increase in chance, however you are unlocking the ability to roll higher (and oddly, lower).
Anyway, interesting system, but it really isn't as intuitive as Fudge.
I actually HATE the d20 system. I prefer the much simpler pass/fail based approach. I am a big fan of the genesys system. That said, I think it's very important to keep an RPG as rules light as possible, the more rules and options you have the more restrictive that system becomes.
You can get a good explanation of why this is by watching this video:
https://www.youtube.com/watch?v=C4CtmBKWSyQ
Interesting, I highly agree wit him on in person rpgs, but I don't see how you could really set up this system digitally so rule-less
If I want to play something like Amber or Fiasco do I even need a VTT? If we really need to, something like Tabletop Simulator that gives you a much more physical feeling is better. So for something like Fablecraft it can be nice to have a bit more crunch to it. The way combat works in it is already sort of that -- it has some complicated components that are all streamlined by the game engine.
It's easy. The game expects there to be a GM, that means the GM can decide what to roll and what you need to succeed and what happens when you succeed/fail. If this "VTT" isn't capable of that, then it's not really a VTT, it's more like a board game.
You don't need a rule book to tell you what is possible, the more rules a system gives you, the less capable your characters are. Anytime a rule is "defined" it creates more restrictions in how things can be accomplished.
But how would that even work in practice for newer GMs, something that this game will certainly attract as opposed to the experienced GMs already sunk cost in the RPGs they know. A new GM will have a much harder time without guided and bound rules to know what to do next or how to react to a scenario that is entirely free form. I do think Lee above brought up a good point about the balance of a VTT vs a boardgame simulator like TTS, at what point do you even need a VTT if you are going for 0 rules?