So, as I mentioned before, I have recently started a saga. On the few occasions where we actually find we need to roll a die, this sometimes happens:
[Player rolls a 1.]
Player: 'I rolled a 1. Is that good or bad?'
Me: 'Erm, err...' [flicking through rulebook to find out whether this should be a stress die or a simple die]
Even if I knew the rules better and could make a call on this more quickly, players being players will inevitably sometimes roll a die before I have declared whether it is a simple or stress roll. If the roll then does come up with a 0 or a 1 then they don't immediately know whether they are likely to have done well or not, which is a pity. Die rolls should be clear and decisive and it is best if everyone can interpret whether the roll is good or bad (before all the maths is in) just by staring at the lump of plastic in front of them.
We decided gameplay would flow better if 1 was always low and 0 was always high so now on a stress roll we roll again and double the result after rolling a zero, while a 1 is potentially a botch. There is still the matter of potentially not being told of the possibility of a botch before the roll, but at least my players go into a roll knowing that 1 is bad and 0 is good.
I wonder whether anyone else has used this house rule, or whether anyone can see a problem with making this change. I can see that the average result is going to be pushed very slightly higher for stress rolls with this system as if you get a result where you have to roll for a botch but it turns out it isn't a botch, then you are left with a roll of 1 rather than a roll of 0. This seems such a slight matter I can't imagine it causing problems but you might well tell me I am wrong!
David
PS I guess I should just be thankful that Ars Magica doesn't have Quality die rolls any more.
PPS My group has used some of the Ars Magica mechanics in a homebrew system and for this we used 2d6 rather than 1d10 because it seemed more realistic and satisfactory for characters to be more likely to perform around the middle of the range of possible results, and only rarely perform especially well or especially badly. We might end up introducing this for ability and combat rolls for our ArM saga (I will probably keep to 1d10 for magic).