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<blockquote data-quote="The Spectrum Rider" data-source="post: 1323220" data-attributes="member: 10777"><p>IMC, for quite a few years, we've used the following "smooth" open-ended system: roll two d20's, a "value die" and a "continuation die." If the continuation die is 19 or 20, roll again and add the new value to the former value; if it's 1 or 2, roll again and subtract. When you roll again, you also roll the continuation die again, so it's possible (although unlikely) to keep going up, keep going down, or even go up and down for a while.</p><p></p><p>I know, I know: "too much dice rolling!" But in fact, my players and I love it. We're very accustomed to it, so it doesn't take much effort. And when the continuations come up, it focuses people's excitement a little.</p><p></p><p>I've seen people roll a 73. And a -54. I, and the other people who DM, have no trouble capping overly high Jump rolls and the like. But, in fact, it hardly ever comes up.</p><p></p><p>One word of warning: this makes rolls of 20 or more about 5% more likely. So we don't have any "1's always a failure, 20 always succeeds" rules (who needs 'em?!), and we increase all crit threat ranges by 1. That is, if a weapon ordinarily threatens a crit on a 20, in our game it needs a 21 or higher. (If you have multiple factors contributing to the crit threat range, work them out by standard rules *first*, then add 1.)</p><p></p><p>We've also included Bonus Points (extra effect for very high rolls) and Penalty Points (fumbles for very low rolls), and we have a system of Hero Points (rarely-replenished resource for making a "heroic effort"). What's surprising is just how *little* we've had to change the rules in order to incorporate these. The feeling of "anything can happen!" (even if it usually doesn't) makes the games quite exciting.</p><p></p><p>The Spectrum Rider</p></blockquote><p></p>
[QUOTE="The Spectrum Rider, post: 1323220, member: 10777"] IMC, for quite a few years, we've used the following "smooth" open-ended system: roll two d20's, a "value die" and a "continuation die." If the continuation die is 19 or 20, roll again and add the new value to the former value; if it's 1 or 2, roll again and subtract. When you roll again, you also roll the continuation die again, so it's possible (although unlikely) to keep going up, keep going down, or even go up and down for a while. I know, I know: "too much dice rolling!" But in fact, my players and I love it. We're very accustomed to it, so it doesn't take much effort. And when the continuations come up, it focuses people's excitement a little. I've seen people roll a 73. And a -54. I, and the other people who DM, have no trouble capping overly high Jump rolls and the like. But, in fact, it hardly ever comes up. One word of warning: this makes rolls of 20 or more about 5% more likely. So we don't have any "1's always a failure, 20 always succeeds" rules (who needs 'em?!), and we increase all crit threat ranges by 1. That is, if a weapon ordinarily threatens a crit on a 20, in our game it needs a 21 or higher. (If you have multiple factors contributing to the crit threat range, work them out by standard rules *first*, then add 1.) We've also included Bonus Points (extra effect for very high rolls) and Penalty Points (fumbles for very low rolls), and we have a system of Hero Points (rarely-replenished resource for making a "heroic effort"). What's surprising is just how *little* we've had to change the rules in order to incorporate these. The feeling of "anything can happen!" (even if it usually doesn't) makes the games quite exciting. The Spectrum Rider [/QUOTE]
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