D&D Design - Pushing the Envelope

blargney the second said:
We're using 2d10 to resolve things instead of d20. We wanted to put the focus more on our characters' abilities and skills than luck, and it seems to be working very well so far!
In the d20 system, there's a 5% chance of auto-failure and a 5% chance of auto-success. In addition, in the d20 system, threat ranges work in 5% increments. What have you done with the 2d10 system to accomodate this (or have you not worried about it)?

Here's what I'd think you'd probably have to do.

Success or Failure When Rolling 2d10
2-3: automatic failure (this is only a 3% chance, but it still happens)
4-18: normal
19-20: automatic success (this is still only a 3% chance)

So, the total of auto-success and auto-failure is 6% instead of 10%, which is much less often overall, and smooths out the game a little.

Threat Ranges When Rolling 2d10
d20..........2d10
20............18-20 (new threat range happens a little more often)
19-20.......17-20 (both are 10% chance)
18-20.......16-20 (both are 15% chance)
17-20.......15-20 (new threat range happens a little more often)
16-20.......15-20 (but, how often does a 16-20 range show up currently?)
15-20.......14-20 (new threat range happens a little less often)
14-20.......13-20 (new threat range happens a little more often)

It's not too hard to switch, but there are a couple bumps (the only significant one occurs at the old 16-20 range).

Dave
 

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We looked at the Bell Curve Rolls variant in UA, and decided to skip the complexity of extended crit ranges - we're just running it straight. Crits happen a bit less frequently, but they still come up every game. Rarer crits tends to favour PCs, characters' skills matter more, good saving throws are a bit more reliable, and action points are more valuable. These are all good things in our books.
 

blargney the second said:
We're using 2d10 to resolve things instead of d20. We wanted to put the focus more on our characters' abilities and skills than luck, and it seems to be working very well so far!

I've been thinking about using 2d10...

Regarding criticals: In my camapign criticals come by being very successful at something, usally exceeding a roll by 10. With weapons, it depends on the weapons speed, but essentially, a crit occurs if you hit with a longsword by 9 more than you needed (reduced by 1 fopr keen and imp. crit)
 
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Wow, those are some very cool, and surprising ways to push the envelope. I'm surprised at the variety and complexity of a number of these suggestions. But they sound like they're worth trying!

I could rattle on and on about the things I've tried, but I'll hit a couple of highlights that went over pretty well:

1) An "ego" system to maximize the number of magic items carried wielded.
2) Recallable spells for all spellcasters - instead of memorizing spells.
3) Crits that were sneak attacks(backstabs) for a rogue.
4) An anti-magic character.
5) Spell shaping elemental blasting wizard specialist.
6) A character that wielded the artifact "Hand of Tyr"
7) Spellfire/Psionics/Were-/Undead and a variety of other "outside the loop" characters

I find it interesting to note that many more of the "creative" suggestions above were a part of 1st and 2nd edition, whereas in 3rd edition, most of the campaign material was either standard or came straight from an accessory.
 

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