FWIW, in Echelon attacks are contested rolls as well. Same number of successes = both hit (and both take damage). Otherwise, if I have more successes than you then I hurt you (and hurt you _more_; each success after a tie adds more damage), and vice-versa.
But there are also complications. If you roll 3 successes and 1 complication, and I roll 3 successes and 0 complications, you get to pick: tie (and both cause damage) and suffer a complication, or pay off the complication and take more damage (because I rolled more successes now than you did).
The active character does get to decide if there will be an exchange of attacks. If you attack me, it's on. As the target I could choose to ignore this (passive defense only), but that seems like an uncommon case so I largely ignore it. If I'm better at fighting than you are, or luckier, it might be that you end up getting hurt too (or even instead!).
Most games, you attack me and I have no recourse or decision at all. You decided to attack, I decide to... nothing. I get hurt or not entirely at the whim of you and the dice gods.
The mutual attack thing has some rather interesting characteristics. I ran models that suggest that it does a lot to balance out the action economy. Being outnumbered is still bad, but it's a much more even fight than in most games. In fact, I appear to have hit a sweet spot in the design. Even with four levels difference (i.e. exactly one tier higher), beng outnumbered is bad. The higher-level fighter has better rolls and slightly more hit points, but the sheer number of attacks makes things more even. The more skilled fighter is likely to get more successful (tied or better) attacks than any one of the lesser fighters, but they get spread among all the lesser fighters, while the lesser fighters' attacks are concentrated on one.
I forget if the approximate balance point is 2:1 or 4:1 (I think it was 2-3:1, to be honest). I know that 8:1 is very very bad, don't let that happen.
Matt Miller
I also like the d20 'explode' rule, where 20 hits and 1 misses, better; there is always a chance of success or failure, regardless of other conditions. Opposed rolls (d20 vs. d20 or 3d6 vs. 3d6) are analogous to 2d6, where the resulting roll is very much a bell curve. 3d6 vs. 3d6 creates a very strong, very regular bell curve, where the difference in medians is decisive a very large
Dan Felder Skill checks are one of those things that I feel like were reasonably solved a while ago. While it may be possible to improve them, I feel like the effort it takes compared to the tiny amount of improvement it provides is not worth it. Unless you are altering your skill check system thematically for a specific game design goal of course, but even then it seems iffy.
Rob Hicks Summary: die mechanisms that favor median rolls, (2d6, etc,) don't do well if you are using opposed checks combined with bonuses, because it so heavily favors the higher bonus. Underdogs will almost always lose, even with only a slight numeric disadvantage.
Keith J Davies unless, of course, that's the behavior you want. I can easily imagine a tiered system[1] where you have a 'tier bonus' that shifts your entire roll, simply because higher-tier _is better_.
[1] level 1-4 = tier 1, level 5-8 = tier 2, etc.
In a D&D-esque system you might then have "rolls are 3d6. You get +1 per tier, and your 'class skill' (fighter is combat, wizard is casting, rogue is skill) gets +1 more" [no, I wouldn't use these numbers, but they're good for discussion]
Fighter _always_ has an advantage over everyone else at the same tier in combat, and can fight evenly with a non-fighter above his tier... which means a non-fighter above his tier is no worse than he is. The higher-tier fighter will still have advantage over him. This might be exactly how you want the system to behave. I wouldn't say these systems "don't do well", I might say "have characteristics that must be understood".
[1] level 1-4 = tier 1, level 5-8 = tier 2, etc.
In a D&D-esque system you might then have "rolls are 3d6. You get +1 per tier, and your 'class skill' (fighter is combat, wizard is casting, rogue is skill) gets +1 more" [no, I wouldn't use these numbers, but they're good for discussion]
Fighter _always_ has an advantage over everyone else at the same tier in combat, and can fight evenly with a non-fighter above his tier... which means a non-fighter above his tier is no worse than he is. The higher-tier fighter will still have advantage over him. This might be exactly how you want the system to behave. I wouldn't say these systems "don't do well", I might say "have characteristics that must be understood".
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