Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Dusk: The World of Carthasana
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Michael Morris" data-source="post: 6065381" data-attributes="member: 87"><p><strong>A Possible New Core Mechanic</strong></p><p></p><p>Over the last couple weeks my group now has two [notranslate]Pathfinder[/notranslate] games including the Dusk one. The old Dusk Player's Guide is falling apart so I need to reprint it. To reprint it means consolidating the liner notes I've made for [notranslate]Pathfinder[/notranslate], and while I'm at it I may as well remove the artwork that prompted the Cease & Desist. Since my [notranslate]Pathfinder[/notranslate] game still has at least another year I'm going to put out [notranslate]Pathfinder[/notranslate] Dusk sometime next month and start a facebook group for it.</p><p></p><p>Meanwhile, Next Dusk, which is what this thread has been about, may have gotten a new core mechanic inspired from the D&D Next playtest and a detour through my other favorite system - Savage Worlds. As those involved in the playtest know, there are now skill dice. My initial reaction - not D&D - set it down and did something else. Then my brain got to thinking..</p><p></p><p>In Savage Worlds you roll a die and a wild die for your skill checks. Ability scores in Savage Worlds are largely meaningless beyond their ability to constrain and change skill point costs. It costs twice as much to raise a skill to a higher die than your ability.</p><p></p><p>Savage Worlds is a fun system, but it's math is awful and hard to predict, especially with its exploding die system. This unevenness precluded it from being a core system I'd want to use so I've been sticking towards something d20 related, but it's been there in the back of my mind. Then about 2 hours after reading D&D next something clicked</p><p></p><p>d20 + ability die + skill die</p><p></p><p>There are five ability dice in Savage Worlds and also five skill dice (there's that number again) d4, d6, d8, d10, d12. The addition of a d20 widens out the spread so that modifiers to rolls aren't as swingy as in Savage Worlds and the DM has a more logical set of difficulty classes, or target numbers, to choose from.</p><p></p><p>So enough on how I arrived at this, here's an analysis of the candidate core mechanic above. The system is ability centric. Climb a wall? d20 + strength die. Balance on a ledge? d20+dexterity die. Skilled at climbing? d20 + relevant ability die + climbing skill die.</p><p></p><p>The difficulty classes fall on multiples of 3 and are based on who has a at least 50% chance at the check</p><p></p><ul> <li data-xf-list-type="ul">DC 9 - trivial - Anyone should hit this more than half the time, even on a check of sheer luck (d20 alone) </li> <li data-xf-list-type="ul">DC 12 - very easy - An unskilled character with minimal ability (d4) will roll 13 50% of the time. </li> <li data-xf-list-type="ul">DC 15 - easy - An minimally skilled character with minimal ability (d4+d4) rolls an average of 15.5, so can hit this DC half the time. An unskilled character with excellent ability (d10) has similar but, thanks to bell curving, more variant odds of hitting the same. </li> <li data-xf-list-type="ul">DC 18 - moderate - An average skilled and abilitied character (d6+d6) rolls an average of 17.5, so can hit this just under half the time. </li> <li data-xf-list-type="ul">DC 21 - hard - Exceptionally ability and skill can hit (d10+d10) can hit this half the time. The unskilled character with minimal ability hits this on a roll of 20 (since the d4 cannot roll less than 1) </li> <li data-xf-list-type="ul">DC 24 - very hard - With an average roll of 23.5 for d20+2d12 this DC is just slightly above what they can hit half the time. The unskilled character with minimal ability can hit this but must roll 20 and 4, which is a 1 in 800 chance. </li> <li data-xf-list-type="ul">DC 27 - formidable - This is likely the highest DC that should ever be asked of characters under this system. Because of how bell curves work, every point of DC raise past this point is an exponential increase in difficulty in the odds. </li> </ul><p></p><p></p><p>I've tooled around with this in my head some and discussed with my group. It seems solid enough - thoughts anyone?</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6065381, member: 87"] [b]A Possible New Core Mechanic[/b] Over the last couple weeks my group now has two [notranslate]Pathfinder[/notranslate] games including the Dusk one. The old Dusk Player's Guide is falling apart so I need to reprint it. To reprint it means consolidating the liner notes I've made for [notranslate]Pathfinder[/notranslate], and while I'm at it I may as well remove the artwork that prompted the Cease & Desist. Since my [notranslate]Pathfinder[/notranslate] game still has at least another year I'm going to put out [notranslate]Pathfinder[/notranslate] Dusk sometime next month and start a facebook group for it. Meanwhile, Next Dusk, which is what this thread has been about, may have gotten a new core mechanic inspired from the D&D Next playtest and a detour through my other favorite system - Savage Worlds. As those involved in the playtest know, there are now skill dice. My initial reaction - not D&D - set it down and did something else. Then my brain got to thinking.. In Savage Worlds you roll a die and a wild die for your skill checks. Ability scores in Savage Worlds are largely meaningless beyond their ability to constrain and change skill point costs. It costs twice as much to raise a skill to a higher die than your ability. Savage Worlds is a fun system, but it's math is awful and hard to predict, especially with its exploding die system. This unevenness precluded it from being a core system I'd want to use so I've been sticking towards something d20 related, but it's been there in the back of my mind. Then about 2 hours after reading D&D next something clicked d20 + ability die + skill die There are five ability dice in Savage Worlds and also five skill dice (there's that number again) d4, d6, d8, d10, d12. The addition of a d20 widens out the spread so that modifiers to rolls aren't as swingy as in Savage Worlds and the DM has a more logical set of difficulty classes, or target numbers, to choose from. So enough on how I arrived at this, here's an analysis of the candidate core mechanic above. The system is ability centric. Climb a wall? d20 + strength die. Balance on a ledge? d20+dexterity die. Skilled at climbing? d20 + relevant ability die + climbing skill die. The difficulty classes fall on multiples of 3 and are based on who has a at least 50% chance at the check [LIST] [*]DC 9 - trivial - Anyone should hit this more than half the time, even on a check of sheer luck (d20 alone) [*]DC 12 - very easy - An unskilled character with minimal ability (d4) will roll 13 50% of the time. [*]DC 15 - easy - An minimally skilled character with minimal ability (d4+d4) rolls an average of 15.5, so can hit this DC half the time. An unskilled character with excellent ability (d10) has similar but, thanks to bell curving, more variant odds of hitting the same. [*]DC 18 - moderate - An average skilled and abilitied character (d6+d6) rolls an average of 17.5, so can hit this just under half the time. [*]DC 21 - hard - Exceptionally ability and skill can hit (d10+d10) can hit this half the time. The unskilled character with minimal ability hits this on a roll of 20 (since the d4 cannot roll less than 1) [*]DC 24 - very hard - With an average roll of 23.5 for d20+2d12 this DC is just slightly above what they can hit half the time. The unskilled character with minimal ability can hit this but must roll 20 and 4, which is a 1 in 800 chance. [*]DC 27 - formidable - This is likely the highest DC that should ever be asked of characters under this system. Because of how bell curves work, every point of DC raise past this point is an exponential increase in difficulty in the odds. [/LIST] I've tooled around with this in my head some and discussed with my group. It seems solid enough - thoughts anyone? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dusk: The World of Carthasana
Top