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A First Look at 2d20 Fallout from Modiphius
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<blockquote data-quote="Bacon Bits" data-source="post: 8239438" data-attributes="member: 6777737"><p>That would really, really not work well without a computer to do your math.</p><p></p><p>If it works like Conan 2d20, then normally you roll 2 dice. But it's also a bit like a dice pool game. The PCs build the dice pool and can then roll up to a cap of 5d20. This is how in combat and out of combat tests work.</p><p></p><p>Your target number is based on two things: 1) your ability, which ranges from I think 7-8 up to 14-15. In Conan, attributes higher than I think 12 you as more powerful than everyone else... like NPCs specifically notice that you're more powerful and act accordingly. You actually didn't want that at all until quite late in the game. Then there's your skill in whatever you're attempting, which usually varies from 0 to +3, with either 4 or 5 being the cap.</p><p></p><p>So if your skill is +3 and your attribute is 12, your target number is 15. That means a 15 or under is a success, and a 16-20 is not a success. You need a certain number of successes to succeed. The difficulty is the number of successes you need. 1 success is low, 2 is average, 3 is difficult, and it goes up to 5 successes needed for near-impossible, and 6 being an impossible task. Extra successes go into the collective pool as dice others can pull from, but disappear in a round or so. However, because your skill is a +3, if you roll a 1-3 you get a crit, which means you get an extra success. Further, if you roll a natural 20, you suffer a complication. A complication is not a failure; it's just something unexpected happening. They can be minor or major, but they're almost never good.</p><p></p><p>For example, you have 12 attribute and 3 skill to open a lock. First, another character searches for traps. They roll well and get 3 successes out of 2, so they add 1 die to the pool. The GM says there are no traps found. You say you want to open the lock. The GM says it's a difficult lock and you need 3 successes to open it. You pull the die from the pool and burn one of three session benefit tokens to get a fourth die. Your target number is 12 + 3 = 15. You roll 16, 8, 2, 20. Fail, success, critical success, and complication. Your three successes manage to open the lock, but the GM determines you break your lockpicks while doing so. You won't be able to open any more locks until you get your tools repaired or replaced. The complication could have been anything from making noise to alert nearby guards, a missed trap springing, part of the treasure being damaged, etc. Whatever the GM wanted.</p><p></p><p>It's actually a bit more complex than that (skill bonus is technically two different values, but that doesn't matter until quite far into the game), but that's the jist. Oh, and feats -- which are very cheap initially so the early/mid game you'll spend all your XP on feats and nothing on skills and attributes -- feats often give you die rerolls.</p><p></p><p>Bottom line, I would absolutely not want to convert those odds to d% at the table on the fly. I wouldn't even want to write a program to calculate those odds.</p><p></p><p>It's very fast and flows very well while you're playing it, but there's a lot of decisions and planning in the game system.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8239438, member: 6777737"] That would really, really not work well without a computer to do your math. If it works like Conan 2d20, then normally you roll 2 dice. But it's also a bit like a dice pool game. The PCs build the dice pool and can then roll up to a cap of 5d20. This is how in combat and out of combat tests work. Your target number is based on two things: 1) your ability, which ranges from I think 7-8 up to 14-15. In Conan, attributes higher than I think 12 you as more powerful than everyone else... like NPCs specifically notice that you're more powerful and act accordingly. You actually didn't want that at all until quite late in the game. Then there's your skill in whatever you're attempting, which usually varies from 0 to +3, with either 4 or 5 being the cap. So if your skill is +3 and your attribute is 12, your target number is 15. That means a 15 or under is a success, and a 16-20 is not a success. You need a certain number of successes to succeed. The difficulty is the number of successes you need. 1 success is low, 2 is average, 3 is difficult, and it goes up to 5 successes needed for near-impossible, and 6 being an impossible task. Extra successes go into the collective pool as dice others can pull from, but disappear in a round or so. However, because your skill is a +3, if you roll a 1-3 you get a crit, which means you get an extra success. Further, if you roll a natural 20, you suffer a complication. A complication is not a failure; it's just something unexpected happening. They can be minor or major, but they're almost never good. For example, you have 12 attribute and 3 skill to open a lock. First, another character searches for traps. They roll well and get 3 successes out of 2, so they add 1 die to the pool. The GM says there are no traps found. You say you want to open the lock. The GM says it's a difficult lock and you need 3 successes to open it. You pull the die from the pool and burn one of three session benefit tokens to get a fourth die. Your target number is 12 + 3 = 15. You roll 16, 8, 2, 20. Fail, success, critical success, and complication. Your three successes manage to open the lock, but the GM determines you break your lockpicks while doing so. You won't be able to open any more locks until you get your tools repaired or replaced. The complication could have been anything from making noise to alert nearby guards, a missed trap springing, part of the treasure being damaged, etc. Whatever the GM wanted. It's actually a bit more complex than that (skill bonus is technically two different values, but that doesn't matter until quite far into the game), but that's the jist. Oh, and feats -- which are very cheap initially so the early/mid game you'll spend all your XP on feats and nothing on skills and attributes -- feats often give you die rerolls. Bottom line, I would absolutely not want to convert those odds to d% at the table on the fly. I wouldn't even want to write a program to calculate those odds. It's very fast and flows very well while you're playing it, but there's a lot of decisions and planning in the game system. [/QUOTE]
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