Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Grand Unified Theory: Modos RPG revision 1.3 thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GMMichael" data-source="post: 6426639" data-attributes="member: 6685730"><p>Inspired by another thread on skill difficulty:</p><p></p><p>I'm beginning the conflict chapter remodel. Up for careful rephrasing: the take half rule.</p><p></p><p>This game uses opposing d20 rolls to determine contests, with the higher result finding more success. The take half rule states that anytime a die roll is necessary, the roller can just call his result half of the die's highest number. Among the consequences of this:</p><ul> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul">Players who want an average roll can get a (slightly below) average roll. This comes in real handy when a low roll could have disastrous results.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul">An opposing contest of 10 (+0), which is halfway up a d20, is an easy roll to beat. If you have no bonuses, you'll beat 10 on half of your d20 rolls - but if you have a +1, you can take half and beat 10 (almost) every time.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul">An opposing contest of 20 (+10, between "difficult" and "arduous") gives you 5% odds if you have no bonuses, and that's just to tie the roll. On a tie, the GM can call for a reroll, a tie, or grant victory to the player if he's been roleplaying well. A PC with bonuses adding up to +11, which might be a "legendary" level specialist with a high attribute and a specialize perk, could take half and beat 20 (almost) every time.</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul">Difficulties are listed as bonuses instead of static numbers so that the GM can choose to roll the result, instead of taking half. Say a PC is taking half with a +4 bonus, so his contest is 14. If the GM takes half for the +3 opposition, a 13, the PC will win every time. However, if the GM rolls the opposition and adds the +3, he can reintroduce some chaos, getting a 4 through 23, as long as there's a reason for the PC to fail.</li> </ul><p></p><p></p><p>Difficulties for an average person:</p><p>Easy +0</p><p>Challenging +4</p><p>Difficult +8</p><p>Arduous +12</p><p>Impossible +16</p><p>Divine +20</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6426639, member: 6685730"] Inspired by another thread on skill difficulty: I'm beginning the conflict chapter remodel. Up for careful rephrasing: the take half rule. This game uses opposing d20 rolls to determine contests, with the higher result finding more success. The take half rule states that anytime a die roll is necessary, the roller can just call his result half of the die's highest number. Among the consequences of this: [LIST] [*] [*]Players who want an average roll can get a (slightly below) average roll. This comes in real handy when a low roll could have disastrous results. [*] [*]An opposing contest of 10 (+0), which is halfway up a d20, is an easy roll to beat. If you have no bonuses, you'll beat 10 on half of your d20 rolls - but if you have a +1, you can take half and beat 10 (almost) every time. [*] [*]An opposing contest of 20 (+10, between "difficult" and "arduous") gives you 5% odds if you have no bonuses, and that's just to tie the roll. On a tie, the GM can call for a reroll, a tie, or grant victory to the player if he's been roleplaying well. A PC with bonuses adding up to +11, which might be a "legendary" level specialist with a high attribute and a specialize perk, could take half and beat 20 (almost) every time. [*] [*]Difficulties are listed as bonuses instead of static numbers so that the GM can choose to roll the result, instead of taking half. Say a PC is taking half with a +4 bonus, so his contest is 14. If the GM takes half for the +3 opposition, a 13, the PC will win every time. However, if the GM rolls the opposition and adds the +3, he can reintroduce some chaos, getting a 4 through 23, as long as there's a reason for the PC to fail. [/LIST] Difficulties for an average person: Easy +0 Challenging +4 Difficult +8 Arduous +12 Impossible +16 Divine +20 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Grand Unified Theory: Modos RPG revision 1.3 thread
Top