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Creating moves using the generic d20 method
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<blockquote data-quote="clearstream" data-source="post: 8790645" data-attributes="member: 71699"><p>Elsewhere I've discussed "flipping" D&D d20 difficulty classes from targets to modifiers, i.e. Very Easy +5, Easy +0, Moderate –5, Hard –10, Very Hard –15, Nearly Impossible –20. Results are then "indexed" like this:</p><p></p><p>Results (1d20)</p><p>• 10+: You do it with little trouble</p><p>• 7–9: You do it, but with complications or trouble</p><p>• 6-: The GM narrates the consequences</p><p></p><p>The above is mechanically similar to a PbtA move, as I've emphasised with the wording. A PbtA move is like this:</p><p></p><p>The basic Outcomes (2d6)</p><p>• 10+: You do it with little trouble</p><p>• 7–9: You do it, but with complications or trouble</p><p>• 6-: The GM says what happens and you mark XP</p><p></p><p>This allows the implied generic d20 method of modern D&D (stripped of genre and style commitments) to be used to create moves. I say "implied" because the rules for it are drawn from the D&D core books, except the "flipping" part. One can then use (or not use) other modern D&D subsystems for one's design.</p><p></p><p>What are some of the mechanical features?</p><ul> <li data-xf-list-type="ul">The <strong>linear scale from 1-20</strong> is less sensitive to incremental modifiers (+1, +2 etc) so that more granular bonuses can exist in the game. For example, were one also using the Ability Modifier + Proficiency Bonus structure the linear scale can tolerate the "bounded accuracy" range of +/–20 although generally one would work within +/–10 or +/–12.</li> <li data-xf-list-type="ul">I think the method is slightly more suitable for playing styles that want to assume an "objective" game world, because there is more scope for circumstantial modifiers. 2d6 can tolerate up to +/–5, although generally designs work within +/–3 or +/–4.</li> <li data-xf-list-type="ul">I've chosen thresholds above that make the comparison obvious, but I think on d20 other values will make better sense. The middle outcome (success with complications) has high utility for play so should be distributed across a wider range. A set of thresholds I find easy to remember are <strong>10+ / 5+ / Lower</strong>, with increased effect on natural 20 and increased consequences on natural 1.</li> </ul><p>A note on Armor Classes and Saving Throws. One can flip ACs so that attacking moves can use the same method by deducting 10 and making the AC a –ve e.g. D&D plate imposes –8. One can do something similar for saving throw DCs.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8790645, member: 71699"] Elsewhere I've discussed "flipping" D&D d20 difficulty classes from targets to modifiers, i.e. Very Easy +5, Easy +0, Moderate –5, Hard –10, Very Hard –15, Nearly Impossible –20. Results are then "indexed" like this: Results (1d20) • 10+: You do it with little trouble • 7–9: You do it, but with complications or trouble • 6-: The GM narrates the consequences The above is mechanically similar to a PbtA move, as I've emphasised with the wording. A PbtA move is like this: The basic Outcomes (2d6) • 10+: You do it with little trouble • 7–9: You do it, but with complications or trouble • 6-: The GM says what happens and you mark XP This allows the implied generic d20 method of modern D&D (stripped of genre and style commitments) to be used to create moves. I say "implied" because the rules for it are drawn from the D&D core books, except the "flipping" part. One can then use (or not use) other modern D&D subsystems for one's design. What are some of the mechanical features? [LIST] [*]The [B]linear scale from 1-20[/B] is less sensitive to incremental modifiers (+1, +2 etc) so that more granular bonuses can exist in the game. For example, were one also using the Ability Modifier + Proficiency Bonus structure the linear scale can tolerate the "bounded accuracy" range of +/–20 although generally one would work within +/–10 or +/–12. [*]I think the method is slightly more suitable for playing styles that want to assume an "objective" game world, because there is more scope for circumstantial modifiers. 2d6 can tolerate up to +/–5, although generally designs work within +/–3 or +/–4. [*]I've chosen thresholds above that make the comparison obvious, but I think on d20 other values will make better sense. The middle outcome (success with complications) has high utility for play so should be distributed across a wider range. A set of thresholds I find easy to remember are [B]10+ / 5+ / Lower[/B], with increased effect on natural 20 and increased consequences on natural 1. [/LIST] A note on Armor Classes and Saving Throws. One can flip ACs so that attacking moves can use the same method by deducting 10 and making the AC a –ve e.g. D&D plate imposes –8. One can do something similar for saving throw DCs. [/QUOTE]
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