
I find roll systems definitely help in comparison to the pure-randomness that sticking to straight /random rolls gives (or perhaps less so, since it's based off the in-game clock or something and isn't a true random system... but that's digressing). If your character is supposed to be some degree of competent at something, it can fluster you as a writer to have to explain for the eighth time you went 0-3 against a ten year old with a fishing pole or whatever.
They don't even need to be that complex, I just like the idea of being able to have a bit of a nudge in the positive direction if your character is supposed to be good at some skill or another. Keeping that chance for failure is good, it allows for some interesting potential interactions that may not happen if your character just flat succeeded. I even like the idea of having "complications" on success - maybe you still succeed but there's an issue, major or minor, that also comes up. It can just get... bothersome if your success and/or failure is completely up to chance and, for those that believe in such things, your luck with the dice.
BUT, that's not to say dice systems don't have their drawbacks as well. Not being able to "wholly represent" your character is one drawback, but there's another. Most dice systems can be gamed and/or abused - min/maxing and using other options to give your character a mechanical advantage beyond what others who aren't as proficient in the dice system could manage. So, rather than someone in straight RP written combat power-gaming, you can have someone abusing the system to do the same.
There's never going to be a surefire 100% perfect solution amongst all the options, I feel. And it's ultimately going to fall on who you're interacting with, and what you are all comfortable (and trust yourself and others) to be using. Or something.
They don't even need to be that complex, I just like the idea of being able to have a bit of a nudge in the positive direction if your character is supposed to be good at some skill or another. Keeping that chance for failure is good, it allows for some interesting potential interactions that may not happen if your character just flat succeeded. I even like the idea of having "complications" on success - maybe you still succeed but there's an issue, major or minor, that also comes up. It can just get... bothersome if your success and/or failure is completely up to chance and, for those that believe in such things, your luck with the dice.
BUT, that's not to say dice systems don't have their drawbacks as well. Not being able to "wholly represent" your character is one drawback, but there's another. Most dice systems can be gamed and/or abused - min/maxing and using other options to give your character a mechanical advantage beyond what others who aren't as proficient in the dice system could manage. So, rather than someone in straight RP written combat power-gaming, you can have someone abusing the system to do the same.
There's never going to be a surefire 100% perfect solution amongst all the options, I feel. And it's ultimately going to fall on who you're interacting with, and what you are all comfortable (and trust yourself and others) to be using. Or something.
