Agreed, when you put it all on a table, roll low or roll high doesn't matter.
It does when you get to modifiy the roll, and the needed math thereof.
It's like a table in 1d100 range but with all breakpoints at 5 point increments is no different than a d20, unless you have modifiers below 5 points. Which MSH/RMSH/AMSH does. Also, not all the entries are on 5 point breaks; in MSH, it's 5 point blocks to 90, then 91-94, 95-97, 98-99, and 00.
One can totally d20-ize Star Frontiers Alpha Dawn and lose almost no granularity outside attributes... but AMSH, a point of Karma matters at least 1/5 of the time... and 4 points matters at least 4/5 of the time.
In re other Roll-High successful games.
Also,
Rolemaster has been a long time stable fanbase, along with companion/derivatives
Spacemaster and
HARP. Plus the OOP
MERP. All of them are 1d100+score, roll high, with 4 basic methods of reading the rolls...
- 1d100 ↕ + skill total + difficulty +situation mods, <0 is a botch, >100 is a success, >200 is essentially a crit
- 1d100 ↑ + skill total + difficulty +situation mods, read result from the attack or spell attack table.
- 1d100 ↕ + skill total + difficulty + situation mods, read result from either the static maneuver or moving maneuver table.
- 1d100 ↕ + skill total + difficulty + situation mods, final total is percentage of stated action accomplished.
The arrows indicate open-ending directions ↑ is uppper; on 96-00, roll another 1d100 and add, with recursion↕ is double open; if the first d100 is 96-100, as ↑, but on 01-05, roll 1d100↑ and subtract...
There's also a pseudoclone of SM, and a pseudoclone of MERP (
Against the Darkmaster) None of them (neither the clones nor SM/RM/MERP/Cyberspace/HARP) are runaway successes, but they have a solid following. a 43 year publishing history with 4+ editions of RM, 3 or more of SM, 2 of MERP (before the license was lost), and then HARP... So, for a single core system across 7 games and a total of a dozen editions.... that's a success, IMO.