Hello all! 
I search for alternatives to scale the difficulty for a count success system with d6 or d10 dice pool, where characters' stats form the pool (ex: dext 3 + guile 3 = 6 dice pool).
Raising difficulty should:
- not affect player's capacity (increase % of failure)
- preserve the system unvariability (example: 6+ are always success; 0 success is always fail, 1 is always partial fail, 2 is always success...)
- not requiere additional steps once the roll is made
- have a logic/fair feel to it
The ways I do not want to use:

Thanks!
I search for alternatives to scale the difficulty for a count success system with d6 or d10 dice pool, where characters' stats form the pool (ex: dext 3 + guile 3 = 6 dice pool).
Raising difficulty should:
- not affect player's capacity (increase % of failure)
- preserve the system unvariability (example: 6+ are always success; 0 success is always fail, 1 is always partial fail, 2 is always success...)
- not requiere additional steps once the roll is made
- have a logic/fair feel to it
The ways I do not want to use:
- remove dice from the pool
- example: "it is hard, remove 2d from your pool"
- pro: applied before the rolls, so the result of the roll will not be modified afterwards, making assessment of the result faster
- con: increase % of failure, while I only want to decrease the likelihood to happen, not the capability of the characters
- con: the psychological effect is "unfair" (for my players at least)(to have less "skill" because it is difficult)
- changing the number of success requiered
- example: "it is hard, make 3 success instead of 2"
- pro: do not increase % of failure
- pro: the psychological effect is "fair" (to make extra efforts to succeed)
- con: it makes the system variable (in the example, 2 would be no more a full success but a partial success; while I want 0 success = always fail, 1 success = always partial success, 2 success = always full success...)
- changing the pip that qualify as success
- example: "it is hard, successes are 6 instead of 5 and 6"
- con: increase % of failure
- con: it makes the system variable (in the example, 5 would be no more a success; while I want 5,6 to be always success)
- to remove success after the roll
- example: "it is hard, remove 2 success from the roll"
- pro: do not increase % of failure
- con: modifier is applied after the dice rolled, so it slows the assessment of the result
- con: the psychological effect is "unfair" (for my players at least)
- any 1 in the result automatically make it a partial success but it is not good because the bigger the dice pool (meaning competent), the bigger the chance of rolling ones
- to add "difficulty dice" in the players' pool, where 1 on those dice makes it a partial success, but it slows the assessment of the result and I prefer to avoid to add stuff like different dice, cards, token...
- to make 2 success merge as 1, but it slows the assessment of the result and it is not elegant for 3 success (merged as 1 or 2?) or 5 success (merged as 2 or 3?)
- to reroll(s) and take the lowest result, but it slows the game
Thanks!
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