Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
A d12 (not d20) D&D System?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jgsugden" data-source="post: 8651575" data-attributes="member: 2629"><p>Kinda sorta, but not an offical one.</p><p></p><p>I built a 3d System. In the 3D system you roll 3 dice to determine success, and the amount by which you succeed will impact what happens on the success. The trick: The size of die you roll increases as you advance in power. d12 was the near pinnacle die - you generally could not really advance to a d20. When we used it, people fixated on getting to the d12s.</p><p></p><p>The first die was your inherent die, and it was based upon features you selected in character creation. It generally did not change throughout your adventuring career. </p><p></p><p>The second die was an attribute die, which was enlarged by developing one of your focal attributes. This changed during character creation, but also at milestones in an adventuring career. There were 8 prime attributes, and 28 derived attributes that were determined by combining dice - but they also started off with random modifiers that gave your PC more variation. </p><p></p><p>The third die reflected training. As PCs gained experience, they gain it in categories. Those categories could then be spent to develop skills that had those categories as a tag. If you stood in the back and fired arrows all adventure, your options to advance were limited. But if you engaged in swordplay, archery, stealth, spellcasting and negotiation, your options were more open. There were <em>lot</em> of skills that could be trained (each spell was a separate skill, but a spell was more of a spell family with different options available depending upon your roll... and powerful spells could often do very bad things to the caster on a low roll, making powerful magics enticing, but dangerous). If you had no training, you'd roll a d1 (which is just a result of 1).</p><p></p><p>Under the system, a very unsuited and untrained person might roll 2d4+1d1-1 (average 5) for a roll, while the most experienced hero might roll 3d12+3 (22.5 average) ... or even 1d12+2d20+3 (average 30.5) Really high rolls were exciting. </p><p></p><p>When running the system, I set DCs (I used a different name, but they were DCs) based upon the idea that easy things had a DC of 8, normal tasks a DC of 11, difficult tasks a DC of 14, etc... </p><p></p><p>The system worked well, and was evocative, but the group that knew it stopped playing together and new groups tend to want to use systems they already know, or that they've heard of before. Honestly, I liked it slightly more than a d20 system due to the bell curve and constant evolution, but not by so much that I'd advocate for it with players.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8651575, member: 2629"] Kinda sorta, but not an offical one. I built a 3d System. In the 3D system you roll 3 dice to determine success, and the amount by which you succeed will impact what happens on the success. The trick: The size of die you roll increases as you advance in power. d12 was the near pinnacle die - you generally could not really advance to a d20. When we used it, people fixated on getting to the d12s. The first die was your inherent die, and it was based upon features you selected in character creation. It generally did not change throughout your adventuring career. The second die was an attribute die, which was enlarged by developing one of your focal attributes. This changed during character creation, but also at milestones in an adventuring career. There were 8 prime attributes, and 28 derived attributes that were determined by combining dice - but they also started off with random modifiers that gave your PC more variation. The third die reflected training. As PCs gained experience, they gain it in categories. Those categories could then be spent to develop skills that had those categories as a tag. If you stood in the back and fired arrows all adventure, your options to advance were limited. But if you engaged in swordplay, archery, stealth, spellcasting and negotiation, your options were more open. There were [I]lot[/I] of skills that could be trained (each spell was a separate skill, but a spell was more of a spell family with different options available depending upon your roll... and powerful spells could often do very bad things to the caster on a low roll, making powerful magics enticing, but dangerous). If you had no training, you'd roll a d1 (which is just a result of 1). Under the system, a very unsuited and untrained person might roll 2d4+1d1-1 (average 5) for a roll, while the most experienced hero might roll 3d12+3 (22.5 average) ... or even 1d12+2d20+3 (average 30.5) Really high rolls were exciting. When running the system, I set DCs (I used a different name, but they were DCs) based upon the idea that easy things had a DC of 8, normal tasks a DC of 11, difficult tasks a DC of 14, etc... The system worked well, and was evocative, but the group that knew it stopped playing together and new groups tend to want to use systems they already know, or that they've heard of before. Honestly, I liked it slightly more than a d20 system due to the bell curve and constant evolution, but not by so much that I'd advocate for it with players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A d12 (not d20) D&D System?
Top