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Blood and Doom: A WoD version of Conan.
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<blockquote data-quote="Ferruccio" data-source="post: 9002680" data-attributes="member: 7041399"><p>Just to get any misinterpretations about the complexity out of the way, it’s really a fairly basic and fun d10 dice pool at its core. Playtesters and reviewers have put it somewhere in between narrative-driven games like Powered by the Apocalypse and more crunchy games like D&D 5e in terms of complexity.</p><p></p><p>The roll mechanic: </p><p></p><ul> <li data-xf-list-type="ul">Ability + Skill = how many d10 to roll</li> <li data-xf-list-type="ul">8 or 9 = 1 success / 10 = 2 successes</li> <li data-xf-list-type="ul">Difficulty ranges from 1 to 5 and is simply the number of successes you need to roll.</li> </ul><p></p><p>- Then, any successes you roll above (lets say you roll 4 when the difficulty is 2) becomes Momentum. For most rolls, that just lets you know how well you succeeded ‘narratively’, while in combat it can be used to trigger weapon attributes and aid your allies (you use it immediately and cannot save it up).</p><p></p><p>- If you fail a roll, however (and only then), you check your Setback Die (a d10 of a different color). If its result is 1, 2 or 3 you suffer a Setback.</p><p></p><p>One of the fun things about such a mechanic imo is that you get to physically grab a bunch of d10 (the better you are at something, the more you roll) and then just count how many successes you get. You roll an average of 4 to 8 d10 btw, and never more than 12. </p><p></p><p>Being able to have degrees of success and ‘doing something’ with the extra successes you roll make it dynamic and modular in a way that’s very hard to achieve with a d20 + modifier system, for example, and that also requires you to do more math.</p><p></p><p>And Setbacks have proven to be a ton of fun!</p></blockquote><p></p>
[QUOTE="Ferruccio, post: 9002680, member: 7041399"] Just to get any misinterpretations about the complexity out of the way, it’s really a fairly basic and fun d10 dice pool at its core. Playtesters and reviewers have put it somewhere in between narrative-driven games like Powered by the Apocalypse and more crunchy games like D&D 5e in terms of complexity. The roll mechanic: [LIST] [*]Ability + Skill = how many d10 to roll [*]8 or 9 = 1 success / 10 = 2 successes [*]Difficulty ranges from 1 to 5 and is simply the number of successes you need to roll. [/LIST] - Then, any successes you roll above (lets say you roll 4 when the difficulty is 2) becomes Momentum. For most rolls, that just lets you know how well you succeeded ‘narratively’, while in combat it can be used to trigger weapon attributes and aid your allies (you use it immediately and cannot save it up). - If you fail a roll, however (and only then), you check your Setback Die (a d10 of a different color). If its result is 1, 2 or 3 you suffer a Setback. One of the fun things about such a mechanic imo is that you get to physically grab a bunch of d10 (the better you are at something, the more you roll) and then just count how many successes you get. You roll an average of 4 to 8 d10 btw, and never more than 12. Being able to have degrees of success and ‘doing something’ with the extra successes you roll make it dynamic and modular in a way that’s very hard to achieve with a d20 + modifier system, for example, and that also requires you to do more math. And Setbacks have proven to be a ton of fun! [/QUOTE]
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