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
*TTRPGs General
Adjust difficulty without affecting character's capacity, without adding steps to assess result, for a dice pool with unvariable target 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="jasonsol" data-source="post: 8642770" data-attributes="member: 7036296"><p>Hello all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>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).</p><p></p><p>Raising difficulty should:</p><p> - not affect player's capacity (increase % of failure)</p><p> - preserve the system unvariability (example: 6+ are always success; 0 success is always fail, 1 is always partial fail, 2 is always success...)</p><p> - not requiere additional steps once the roll is made</p><p> - have a logic/fair feel to it</p><p></p><p>The ways I do not want to use:</p><ol> <li data-xf-list-type="ol">remove dice from the pool<ul> <li data-xf-list-type="ul">example: "it is hard, remove 2d from your pool"</li> <li data-xf-list-type="ul">pro: applied before the rolls, so the result of the roll will not be modified afterwards, making assessment of the result faster</li> <li data-xf-list-type="ul">con: increase % of failure, while I only want to decrease the likelihood to happen, not the capability of the characters</li> <li data-xf-list-type="ul">con: the psychological effect is "unfair" (for my players at least)(to have less "skill" because it is difficult)</li> </ul></li> <li data-xf-list-type="ol">changing the number of success requiered<ul> <li data-xf-list-type="ul">example: "it is hard, make 3 success instead of 2"</li> <li data-xf-list-type="ul">pro: do not increase % of failure</li> <li data-xf-list-type="ul">pro: the psychological effect is "fair" (to make extra efforts to succeed)</li> <li data-xf-list-type="ul">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...)</li> </ul></li> <li data-xf-list-type="ol">changing the pip that qualify as success<ul> <li data-xf-list-type="ul">example: "it is hard, successes are 6 instead of 5 and 6"</li> <li data-xf-list-type="ul">con: increase % of failure</li> <li data-xf-list-type="ul">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)</li> </ul></li> <li data-xf-list-type="ol">to remove success after the roll<ul> <li data-xf-list-type="ul">example: "it is hard, remove 2 success from the roll"</li> <li data-xf-list-type="ul">pro: do not increase % of failure</li> <li data-xf-list-type="ul">con: modifier is applied after the dice rolled, so it slows the assessment of the result</li> <li data-xf-list-type="ul">con: the psychological effect is "unfair" (for my players at least)</li> </ul></li> </ol><p>What I tried (only applied if task is inherently hard):</p><ul> <li data-xf-list-type="ul">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</li> <li data-xf-list-type="ul">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...</li> <li data-xf-list-type="ul">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?)</li> <li data-xf-list-type="ul">to reroll(s) and take the lowest result, but it slows the game</li> </ul><p>Is that even possible ahah? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="jasonsol, post: 8642770, member: 7036296"] 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: [LIST=1] [*]remove dice from the pool [LIST] [*]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) [/LIST] [*]changing the number of success requiered [LIST] [*]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...) [/LIST] [*]changing the pip that qualify as success [LIST] [*]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) [/LIST] [*]to remove success after the roll [LIST] [*]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) [/LIST] [/LIST] What I tried (only applied if task is inherently hard): [LIST] [*]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 [/LIST] Is that even possible ahah? :) Thanks! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Adjust difficulty without affecting character's capacity, without adding steps to assess result, for a dice pool with unvariable target system
Top