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General Tabletop Discussion
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d12 system: yay or nay?
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<blockquote data-quote="Wik" data-source="post: 5659527" data-attributes="member: 40177"><p>I wrote an old RPG using only d12s. It's floating around the internet, somewhere. Can't remember where.</p><p></p><p>If memory serves, it went something like this:</p><p></p><p>you had multiple attributes, which ranged from -5d12 (really bad) to +5d12 (really good). Conditions could also grant you more dice, or take away dice you had, but you always rolled two d12s. So the scale went -5D, -4D, -3D, +2D, +3D, +4D, +5D. you never rolled more than 5 dice, with "extra" rolls either adding or subtracting 6 to the final roll.</p><p></p><p>Skills were flat bonuses, usually ranging from +1 to +6 or so. DCs were around 10 for average difficulty, if memory serves. </p><p></p><p>Anyways, you would roll your dice, and keep the best two results if it was a positive number of dice you were rolling, or the two worst results if you were rolling a negative number. </p><p></p><p>If the two dice you kept were doubles of 10, 11, or 12, it was a critical success (with 10s being less critical than 11s, etc). Likewise, double 1s, 2s, or 3s were critical failures. Other double results meant that the success or failure was somehow interesting, and encouraged the player or GM to ad-lib the event. </p><p></p><p>if you had a positive number of d12s to roll, you could choose to throw some dice into a communal pool instead of rolling them, and other players could draw upon those dice in later rolls (but only if you passed your initial skill check). You could also choose to take multiple actions in a turn, but would lose one d12 for each additional action (much like in the Star Wars RPG). </p><p></p><p>it played relatively quickly, but had a lethal damage system and didn't allow for much PC progression the way I had written it.</p></blockquote><p></p>
[QUOTE="Wik, post: 5659527, member: 40177"] I wrote an old RPG using only d12s. It's floating around the internet, somewhere. Can't remember where. If memory serves, it went something like this: you had multiple attributes, which ranged from -5d12 (really bad) to +5d12 (really good). Conditions could also grant you more dice, or take away dice you had, but you always rolled two d12s. So the scale went -5D, -4D, -3D, +2D, +3D, +4D, +5D. you never rolled more than 5 dice, with "extra" rolls either adding or subtracting 6 to the final roll. Skills were flat bonuses, usually ranging from +1 to +6 or so. DCs were around 10 for average difficulty, if memory serves. Anyways, you would roll your dice, and keep the best two results if it was a positive number of dice you were rolling, or the two worst results if you were rolling a negative number. If the two dice you kept were doubles of 10, 11, or 12, it was a critical success (with 10s being less critical than 11s, etc). Likewise, double 1s, 2s, or 3s were critical failures. Other double results meant that the success or failure was somehow interesting, and encouraged the player or GM to ad-lib the event. if you had a positive number of d12s to roll, you could choose to throw some dice into a communal pool instead of rolling them, and other players could draw upon those dice in later rolls (but only if you passed your initial skill check). You could also choose to take multiple actions in a turn, but would lose one d12 for each additional action (much like in the Star Wars RPG). it played relatively quickly, but had a lethal damage system and didn't allow for much PC progression the way I had written it. [/QUOTE]
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