Quickleaf
Legend
I'm interested in adapting a 2d6 skill system to my OSR games. Many OSR games eschew skills completely or limit them to specific classes. I'm not interested in rules-ifying "I roll to bribe the guard" or "I roll perception", but there are situations when a skill check would be valuable.
2d6 systems have existed in OSR for a while, not just with PbtA (Powered by the Apocalypse) or WWN (Worlds Without Number), just they were relegated to specific parts of the game: Morale (2d6), Reaction check (2d6), Turn Undead (2d6), even Chainmail had a 2d6 system for spellcasting. While the specifics varied a bit for each of the systems, they all provide for more than just binary pass/fail outcomes. 2d6 has other benefits too: the 2-12 range allows Ability Score Modifiers to be applied without throwing off the odds like they would on a d6, doubles can be interpreted creatively, dice might be added/removed with advantage/disadvantage, etc.
I've read a bit about using the Turn Undead matrix to emulate skill rolls, versus using the Morale/Reaction approach to emulate skill rolls, and I was curious if anyone had tried the Turn Undead approach to skills?
Does the idea of assigning a "challenge level" to a lock being picked, for example "this is a level 4 lock, equivalent to a wight on the Turn Undead table", end up being too vague/onerous/hard-to-adjudicate for the GM?
Morale (2d6)
Normally in B/X: Roll higher than the monster's morale on 2d6, and they retreat or make a fighting withdrawal. But I'm experimenting with...
2 surrender
3-5 flee
6-8 stand off or hold position
9-11 press for advantage
12 attack brazenly
Encounter Reaction (2d6)
2 attack (failure+consequences)
3-5 hostile (failure)
6-8 uncertain (success+complication)
9-11 leaves or considers offer (success)
12 friendship (success+benefits)
Spellcasting, Chainmail (2d6)
≤4 miscast
5-6 spell is lost or negated
7 spell is delayed one round
8+ spell is cast immediately
Turn Undead (2d6)
This graphic is an extrapolation of the B/X Turn Undead tables. You roll 2d6 and if you get equal to or higher than the target number, the undead is turned. For example, a 3rd level cleric needs 9+ to turn a 4 HD wight, but they outright could not turn a 6 HD mummy (-). A "T" result indicates an automatically successful turn attempt, no roll is made; for example a 3rd level cleric automatically successfully turns a 1 HD skeleton. Whereas a "D" result indicates the undead are destroyed (i.e. great success), no roll is made.
2d6 systems have existed in OSR for a while, not just with PbtA (Powered by the Apocalypse) or WWN (Worlds Without Number), just they were relegated to specific parts of the game: Morale (2d6), Reaction check (2d6), Turn Undead (2d6), even Chainmail had a 2d6 system for spellcasting. While the specifics varied a bit for each of the systems, they all provide for more than just binary pass/fail outcomes. 2d6 has other benefits too: the 2-12 range allows Ability Score Modifiers to be applied without throwing off the odds like they would on a d6, doubles can be interpreted creatively, dice might be added/removed with advantage/disadvantage, etc.
I've read a bit about using the Turn Undead matrix to emulate skill rolls, versus using the Morale/Reaction approach to emulate skill rolls, and I was curious if anyone had tried the Turn Undead approach to skills?
Does the idea of assigning a "challenge level" to a lock being picked, for example "this is a level 4 lock, equivalent to a wight on the Turn Undead table", end up being too vague/onerous/hard-to-adjudicate for the GM?
Morale (2d6)
Normally in B/X: Roll higher than the monster's morale on 2d6, and they retreat or make a fighting withdrawal. But I'm experimenting with...
2 surrender
3-5 flee
6-8 stand off or hold position
9-11 press for advantage
12 attack brazenly
Encounter Reaction (2d6)
2 attack (failure+consequences)
3-5 hostile (failure)
6-8 uncertain (success+complication)
9-11 leaves or considers offer (success)
12 friendship (success+benefits)
Spellcasting, Chainmail (2d6)
≤4 miscast
5-6 spell is lost or negated
7 spell is delayed one round
8+ spell is cast immediately
Turn Undead (2d6)
This graphic is an extrapolation of the B/X Turn Undead tables. You roll 2d6 and if you get equal to or higher than the target number, the undead is turned. For example, a 3rd level cleric needs 9+ to turn a 4 HD wight, but they outright could not turn a 6 HD mummy (-). A "T" result indicates an automatically successful turn attempt, no roll is made; for example a 3rd level cleric automatically successfully turns a 1 HD skeleton. Whereas a "D" result indicates the undead are destroyed (i.e. great success), no roll is made.
Last edited: