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Prima System - Core Mechanic discussion.
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<blockquote data-quote="GMMichael" data-source="post: 6266329" data-attributes="member: 6685730"><p>This looks like a Modos RPG table too, but then, I've also seen it in the D&D 3.0 books. So now I'm wondering what happened to the Savage Worlds influence in your game. Is that the use of dice instead of points for skills? I'm afraid you might have wandered a bit far from those roots, because Savage Worlds eliminates a lot of math by leaving target numbers at 4. (Correct me if I'm wrong, I'm not a SW expert). You've reintroduced the math by adding the d20 in. Further, one could say that you haven't eliminated skill points, since each die can be considered a fixed average: d4 is a 2.5 bonus, d6 is a 3.5 bonus, etc. Granted, the dice are a lot more interesting than adding 4.5 to a d20 roll.</p><p></p><p></p><p>Imma throw Modos RPG up for contrast, since we have some good ideas in common.</p><p></p><p>Skills are purchased in Modos for one point each (and each is effectively a permanent bonus to one type of skill roll). Sounds cheap, like D&D, right? Well, you get one skill point per level, or two if you sacrifice a perk. So make it count. Further, players are encouraged to diversify by virtue of fighting and defenses being skills as well.</p><p></p><p>The contests use a d20 as a base. And they add modifiers for ability and skill. However, you can take half (of the max die roll) at any time. So an easy-ish die roll at 50% becomes automatic. This is how you can reduce the chaotic sway of a d20 from the player's side. And all target numbers are actually target bonuses: the GM rolls a d20 in opposition, or takes half. So if a player's result on a contest is 5, the GM can still roll and get below that.</p><p></p><p>One big difference here, since we have d20s and modifiers in common, is that Modos RPG players can basically add their ranks to die rolls, instead of occasionally checking a chart to see which dice they should be using.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6266329, member: 6685730"] This looks like a Modos RPG table too, but then, I've also seen it in the D&D 3.0 books. So now I'm wondering what happened to the Savage Worlds influence in your game. Is that the use of dice instead of points for skills? I'm afraid you might have wandered a bit far from those roots, because Savage Worlds eliminates a lot of math by leaving target numbers at 4. (Correct me if I'm wrong, I'm not a SW expert). You've reintroduced the math by adding the d20 in. Further, one could say that you haven't eliminated skill points, since each die can be considered a fixed average: d4 is a 2.5 bonus, d6 is a 3.5 bonus, etc. Granted, the dice are a lot more interesting than adding 4.5 to a d20 roll. Imma throw Modos RPG up for contrast, since we have some good ideas in common. Skills are purchased in Modos for one point each (and each is effectively a permanent bonus to one type of skill roll). Sounds cheap, like D&D, right? Well, you get one skill point per level, or two if you sacrifice a perk. So make it count. Further, players are encouraged to diversify by virtue of fighting and defenses being skills as well. The contests use a d20 as a base. And they add modifiers for ability and skill. However, you can take half (of the max die roll) at any time. So an easy-ish die roll at 50% becomes automatic. This is how you can reduce the chaotic sway of a d20 from the player's side. And all target numbers are actually target bonuses: the GM rolls a d20 in opposition, or takes half. So if a player's result on a contest is 5, the GM can still roll and get below that. One big difference here, since we have d20s and modifiers in common, is that Modos RPG players can basically add their ranks to die rolls, instead of occasionally checking a chart to see which dice they should be using. [/QUOTE]
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