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d20 Modern: What Would you change part II
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<blockquote data-quote="Vigilance" data-source="post: 3681455" data-attributes="member: 4275"><p>Yes, my basic goal is to try and remove every single dice roll that doesn't involve interaction with someone else, whether combat or non-combat.</p><p></p><p>Even then, I'm combining skills, and getting rid of opposed skill checks, with the goal of getting interactions down to a single die roll.</p><p></p><p>For example, in d20 (modern and D&D), to sneak past a guard requires four skill checks (Move Silently and Hide in Shadows for the sneaker, vs. Spot and Listen for the guard).</p><p></p><p>Now if you pull back and look at what effect this has on the adventure, it's basically a binary decision, a fork in the road: does the guard notice me or not.</p><p></p><p>We don't need four dice hitting the table for that, imo.</p><p></p><p>The way I'm going to handle it is one Stealth check, with the DC being the guard's Perception +10. If the guard is on high alert for some reason (like an alarm has been sounded), then the DC would be Perception +20. </p><p></p><p>You have the same range of options, the DC of the Stealth check is still determined by how perceptive the guard is, but only one die roll is called for.</p></blockquote><p></p>
[QUOTE="Vigilance, post: 3681455, member: 4275"] Yes, my basic goal is to try and remove every single dice roll that doesn't involve interaction with someone else, whether combat or non-combat. Even then, I'm combining skills, and getting rid of opposed skill checks, with the goal of getting interactions down to a single die roll. For example, in d20 (modern and D&D), to sneak past a guard requires four skill checks (Move Silently and Hide in Shadows for the sneaker, vs. Spot and Listen for the guard). Now if you pull back and look at what effect this has on the adventure, it's basically a binary decision, a fork in the road: does the guard notice me or not. We don't need four dice hitting the table for that, imo. The way I'm going to handle it is one Stealth check, with the DC being the guard's Perception +10. If the guard is on high alert for some reason (like an alarm has been sounded), then the DC would be Perception +20. You have the same range of options, the DC of the Stealth check is still determined by how perceptive the guard is, but only one die roll is called for. [/QUOTE]
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