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<blockquote data-quote="kenada" data-source="post: 9208981" data-attributes="member: 70468"><p>The math problems have been a constant source of pain. I want something that “feels” like D&D (e.g., roll+modifiers versus a target number), but I also want something with a non-uniform distribution of results. I like how the triangular distribution 2dX centers results on the average, making rolls feel a little more reliable.</p><p></p><p>Unfortunately, I’m kind of stuck with a particular progression of modifiers and need to figure out some way to make the dice mechanics play nicely with it. Attributes go from −3 to +3 (but only positive ones are really in play). Skill ranks go from −2 (for untrained usage) to between +1 and +5.</p><p></p><p>I could change them, but I don’t want to inflict another rebuild on my players. There’s also the issue of going too different from the baseline intended feel of the system (plus conversion concerns since I want to be able to convert monsters from old-school D&D easily). That’s why I’m finally looking at non-static difficulties.</p><p></p><p>Building up a difficulty will be similar to Torchbearer in that a target number is built from a base plus factors. The key difference is they’re not enumerated for each skill. It’s more like Blades in the Dark where the referee they’re derived from a set of generally applicable tables (with some affordances for temporary factors like weather).</p></blockquote><p></p>
[QUOTE="kenada, post: 9208981, member: 70468"] The math problems have been a constant source of pain. I want something that “feels” like D&D (e.g., roll+modifiers versus a target number), but I also want something with a non-uniform distribution of results. I like how the triangular distribution 2dX centers results on the average, making rolls feel a little more reliable. Unfortunately, I’m kind of stuck with a particular progression of modifiers and need to figure out some way to make the dice mechanics play nicely with it. Attributes go from −3 to +3 (but only positive ones are really in play). Skill ranks go from −2 (for untrained usage) to between +1 and +5. I could change them, but I don’t want to inflict another rebuild on my players. There’s also the issue of going too different from the baseline intended feel of the system (plus conversion concerns since I want to be able to convert monsters from old-school D&D easily). That’s why I’m finally looking at non-static difficulties. Building up a difficulty will be similar to Torchbearer in that a target number is built from a base plus factors. The key difference is they’re not enumerated for each skill. It’s more like Blades in the Dark where the referee they’re derived from a set of generally applicable tables (with some affordances for temporary factors like weather). [/QUOTE]
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