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2d10 for Skill Checks
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<blockquote data-quote="Jahydin" data-source="post: 7585985" data-attributes="member: 6984869"><p>I too hated how much variation a d20 gave skill checks and have been using 2d10 for years now (with DCs very similar to yours btw) and will never go back. I can totally see how that mechanic would be fine for those that like fun and zany outcomes, but for me it was just frustrating to see competent PCs constantly failing and incompetent PCs succeeding. As for combat and saving throws, I too stick with the d20, because it makes sense for those to be chaotic! </p><p></p><p>In fact, this last year or so I've even have taken it a step further. In order to cut down on the amount of people making the same skill rolls, I have three categories of proficiency now: untrained, trained, and proficient. Wont bore anyone with all the details, but basically proficient skills are chosen normally (2d10 + Mod + Prof Bonus); skills listed as available for PC's class that weren't chosen are the ones they're "trained" in (2d10 + mod); and everything else is considered "untrained" (1d10 + mod). This is to make the classes a little more distinct in what they are good at.</p><p></p><p>Finally, for group efforts, one PC is chosen to make the roll. Anyone who is proficient that is helping adds a d10 to the pool; trained helpers add a d6. Pool is rolled and the highest two rolls are used. I like this cause everyone feels like they help and it's done with a single die roll.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 7585985, member: 6984869"] I too hated how much variation a d20 gave skill checks and have been using 2d10 for years now (with DCs very similar to yours btw) and will never go back. I can totally see how that mechanic would be fine for those that like fun and zany outcomes, but for me it was just frustrating to see competent PCs constantly failing and incompetent PCs succeeding. As for combat and saving throws, I too stick with the d20, because it makes sense for those to be chaotic! In fact, this last year or so I've even have taken it a step further. In order to cut down on the amount of people making the same skill rolls, I have three categories of proficiency now: untrained, trained, and proficient. Wont bore anyone with all the details, but basically proficient skills are chosen normally (2d10 + Mod + Prof Bonus); skills listed as available for PC's class that weren't chosen are the ones they're "trained" in (2d10 + mod); and everything else is considered "untrained" (1d10 + mod). This is to make the classes a little more distinct in what they are good at. Finally, for group efforts, one PC is chosen to make the roll. Anyone who is proficient that is helping adds a d10 to the pool; trained helpers add a d6. Pool is rolled and the highest two rolls are used. I like this cause everyone feels like they help and it's done with a single die roll. [/QUOTE]
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