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you'd just make it say "dodge 80" instead of "dodge 80%"
because then the player would go "wtf does dodge 80 mean??" and have to look it up, and learn the game mechanics in the process.
Same with armor if you want to tank. Smallest amount of it for proper tanking is around 130, but you'd want all the way to around 180.
If we're moving out of the realm of percentages, then the system can use the numbers differently. They don't have to all be huge highly granular numbers, for example. Maybe it could be dumped down to 1-10, which is a mild change, but does contribute to simplifying our understanding. For example, that's why D&D doesn't really futz around with D100's, and why White Wolf, who just absolutely insists on stupidly crunchy games, likes using D10.
But crucially, YES, it clearly communicates that "since you can assume very little from this number, you should start reading." And then no one gets blindsided the way the current system does.
But as I said earlier, I think something deeper than that would be better. This is just a bare minimum change that ought to happen.
I know newbies like them because they are afraud of numbers, but really percentages in crpgs are traps. Learning the rules in an rpg is as much part of the game as playing it.
On that matter, as I always say, crpg are often better off just copying tabletop rules, which are far simpler to use for a human. Dodge reduction as it is has no purpose here.
You physically cannot roll over 100.
Enemies get the same combat modifier availability as the players, IE they get guns that reduce your defensive stats (dodge/Deflection/Armour/Parry) they get skills, talents and abilities that also can reduce your def stats.
The game system originally had a hard cap system, you could never gain more than +60 or -60 to any check, I do not know if the game developers kept this system or not.
I do know any stat shown to be over 100% has a 95% chance of success and a hard coded 5% failure chance, before anything else is applied to the check, you always have a 5% chance of failing.
If your Dodge chance is 140% it simply means, you have a 45% value your enemy has to reduce to lower your Dodge below 95%.
In the original source material, you could dodge once per round or twice with a talent, you get shot 3 times, you get no check on that 3rd attack, if they rolled a hit, you're hit, weather your dodge is 10% or 100%, it is possible here they added a cumulative penalty that is applied on every dodge chance beyond the first you make each round, instead of the one or two checks the original system has.
It's a pretty opaque system, d100, positive and negative modifiers.
Or are you guys saying you think your armour always reduces all damage by 80%? (example number).
I mean, they throw a freaking Chaos Spawn at you in the first couple hours of the game. My players would probably scream at me if I did that to them.
Kinda reminds me of one of my old Dark Heresy players who tried to make a "warhammer sneaky archer" only to then get gunned down by the third heretic the group had to fight.
People really need to get the fact that this ain't D&D/Path. The numbers are kinda stacked against you. Usually tell people to have more of a Call of Cthulhu mentality. Doesn't help that DH/RT have a lot of stat pitfalls that players can fall into and the whole thing is not very well documented on tabletop. Means no easy to access guides etc.
Hell, be glad this game has a pretty easy to access encyclopedia of mechanics.
Grimdark future of Warhammer kinda sucks for the average humie.
Is it really % or is it just
200 - 40 = 160
Or
200 x 0,6 = 120
20% or 60% is a huge difference
One you are almost running nude and the other you are praying to RNG
But let's talk about cover.
Since it uses Xcom rules 1/2 becones stronger than 1/1 cover because they also misses the cover 50%
honestly it is not a real life problem lol
you can right click on a roll and see what their math looks like.