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<blockquote data-quote="Quickleaf" data-source="post: 9425312" data-attributes="member: 20323"><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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?</p><p></p><p><strong>Morale (2d6)</strong></p><p><em>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...</em></p><p>2 surrender</p><p>3-5 flee</p><p>6-8 stand off or hold position</p><p>9-11 press for advantage</p><p>12 attack brazenly</p><p></p><p><strong>Encounter Reaction (2d6)</strong></p><p>2 attack (failure+consequences)</p><p>3-5 hostile (failure)</p><p>6-8 uncertain (success+complication)</p><p>9-11 leaves or considers offer (success)</p><p>12 friendship (success+benefits)</p><p></p><p><strong>Spellcasting, Chainmail</strong> <strong>(2d6)</strong></p><p>≤4 miscast</p><p>5-6 spell is lost or negated</p><p>7 spell is delayed one round</p><p>8+ spell is cast immediately</p><p></p><p><strong>Turn Undead (2d6)</strong></p><p><em>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.</em></p><p></p><p><img src="https://1.bp.blogspot.com/-uZgeOTiuhIo/X4g8JFNuGhI/AAAAAAAA0PM/S2JEj1Yv_mMIBNnEF7iUoJY6oyipt3iCwCLcBGAsYHQ/s624/Turning%2BTable.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9425312, member: 20323"] 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? [B]Morale (2d6)[/B] [I]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...[/I] 2 surrender 3-5 flee 6-8 stand off or hold position 9-11 press for advantage 12 attack brazenly [B]Encounter Reaction (2d6)[/B] 2 attack (failure+consequences) 3-5 hostile (failure) 6-8 uncertain (success+complication) 9-11 leaves or considers offer (success) 12 friendship (success+benefits) [B]Spellcasting, Chainmail[/B] [B](2d6)[/B] ≤4 miscast 5-6 spell is lost or negated 7 spell is delayed one round 8+ spell is cast immediately [B]Turn Undead (2d6)[/B] [I]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.[/I] [IMG]https://1.bp.blogspot.com/-uZgeOTiuhIo/X4g8JFNuGhI/AAAAAAAA0PM/S2JEj1Yv_mMIBNnEF7iUoJY6oyipt3iCwCLcBGAsYHQ/s624/Turning%2BTable.png[/IMG] [/QUOTE]
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