Game Design Masterclass – 2D20

I work for Modiphius on Dune: Adventures in the Imperium and Star Trek Adventures, so it’s no surprise I’m a fan of their 2D20 system. But its only recently with Dune that I’ve had to take a deep dive into the rules and noticed that 2D20 does a lot of things that make it more than worthy of an article.

I work for Modiphius on Dune: Adventures in the Imperium and Star Trek Adventures, so it’s no surprise I’m a fan of their 2D20 system. But its only recently with Dune that I’ve had to take a deep dive into the rules and noticed that 2D20 does a lot of things that make it more than worthy of an article.

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The 2D20 Concept

If you are not familiar with it already, this is the system used for pretty much all of Modiphius’ games, such as Conan, Star Trek, Infinity, Dune and many more. But I should add that it’s not used in the same way house systems were many years ago, with games crowbared into them regardless of whether they fitted or not. This is one of the first strengths of 2D20, it is exceptionally adaptable and each time it has been used it’s been tweaked and adjusted to fit the game setting, rather than the other way around. Cortex Plus (Smallville, Leverage, etc) is another system like this, making both more of a concept than a rules system at heart.

In 2D20, you get a base dice pool of (unsurprisingly) 2D20 to roll to beat a target number. This target number is made up from two attributes that are usually different for each game line, depending on its needs. Dune uses Drives and Skills, for Star Trek it is Attributes and Disciplines, for Conan it is Attributes and Skills. It really depends on what the setting requires, but the rules behind them are the same. Any die that rolls equal to or less than the target number is a success, and the more successes the better. Roll a 1 and that’s a critical, netting you 2 successes for that die. Additionally, if your character has a focus (a specialist skill that applies) a roll of less than one of the two attributes that makes up the target number will yield a critical too.

This means it’s possible to roll 0 to 4 successes on 2 dice, and the gamemaster sets a difficulty in successes to achieve the task. But the difficulty can range up to 5. This is where Momentum comes in, which is one of the other parts about 2D20 I really like.

Gaining Momentum​

If you spend a Momentum point on the test you can buy more D20s for your pool. The cost escalates the more you buy, and you can only ever have a maximum of 5 dice in your pool. While 2D20 isn’t the only game to offer ‘beanie points’ Momentum does have a few differences to what you are used to.

Momentum is gained by rolling more successes than you need. So, if the difficulty is 2 and you roll 4 successes, that’s 2 Momentum points to the group pool. Momentum can only go up to 6, so good rolls don’t make things silly. Momentum essentially represents what it is named after, the momentum your characters gain as successes build up in their actions, each leading to a better foundation for the next task.

Momentum is a quick and simple way to reward good dice rolls, and as it’s capped it encourages you to spend it. In most systems you are encouraged to hoard bonus points for when you really need them. But Momentum works best when you spend it freely and frequently. In fact, the system assumes some Momentum is being used on pretty much any roll, and spending it to overcompensate is a good way to regenerate the pool.

All this is leading up to my favourite thing, the difficulty 0 roll.

The Difficulty 0 Roll​

In 2D20 you can make a test with a difficulty of 0, that requires no successes to succeed. As this means an automatic success, you may be wondering why you bother rolling. In this case it is to see how much, if any, Momentum you can gain. But difficulty 0 tests are not just something for players to try and get free points with. They are a neat way to represent scouting out an area or asking around to gain information.

In plenty of games the PCs might arrive at a party and say “I’ll go around the room and see what rumours I can pick up” or something similar. Unless the GM has something specific in mind, you often end up shrugging or maybe granting a bonus later, or just making something up. But with 2D20 you can offer a difficulty 0 test and allow the PC to gain Momentum they can use in the scene later. It directly represents the advantage they have gained from asking around and checking out the surroundings. It might be spent later with the player referencing something their character heard or noticed in their initial investigation. “I’m buying an extra dice as I heard some gossip about this guy I’ll use when I challenge him.”

As much as a party this might apply to scouting a battlefield, planning a scientific endeavour or prepping your equipment before a dangerous hike. All things that done well might yield a bonus depending how well they were done, and in 2D20 it is baked into the rules and ready to go. In fact, it need not be difficulty 0 either. The GM can offer a roll with no real failure option to see how well they do. “This would normally be difficulty 0, but as you are outsiders at the party, I’m making it difficulty 2.” You might not get as much Momentum, but you can still ask around. By the same token the battlefield might be dark, the equipment substandard or the science something you are not familiar with.

Architects & Agents​

I should also add a special note for one thing we did with Dune, and that is architect and agent play. As Dune uses a Drive and Skill and not an attribute, the physical aspect of your character is not applied to the test. As such, using the same system, your character can fight a conflict from a distance using proxies (like a group of soldiers) rather than wade into the fight themselves. While it keeps them a lot safer, and perhaps protects their identity, if the plan goes wrong, it’s harder to improvise a response as you aren’t physically in the scene. What makes this a great piece of game design is that not only is it possible in the 2D20 system, but it also doesn’t require any rules changes. You use the same rules system no matter what approach you take, the only difference being how the scene plays out and what you options are afterwards.

So, whichever version of 2D20 you try, I recommend it’s worth a look. There are plenty of other good things about it, but its simplicity, momentum and difficulty 0 tests are my favourite aspects of the design. It has worked well for a wide variety of games and adapted to fit each one seamlessly, be it for Barbarians, Federation Captains or Sandworms.
 

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Andrew Peregrine

Andrew Peregrine



Puddles

Adventurer
Thanks for the write-up, it does seem like a fun system with the momentum points, and I can certainly see the use of the Difficulty 0 tests. In fact, in my next D&D game when a situation like that occurs, I might ask the player to make 5 tests instead of the 1 I would usually call for and have the successes create a similar pool they can draw from.

A personal bugbear of mine is roll-low systems. From the read through there doesn't seem any inherent need for it to be roll-low and not roll-high so I imagine that comes from elsewhere in the mechanics of the game. :)
 


Ulfgeir

Hero
Thanks for the write-up, it does seem like a fun system with the momentum points, and I can certainly see the use of the Difficulty 0 tests. In fact, in my next D&D game when a situation like that occurs, I might ask the player to make 5 tests instead of the 1 I would usually call for and have the successes create a similar pool they can draw from.

A personal bugbear of mine is roll-low systems. From the read through there doesn't seem any inherent need for it to be roll-low and not roll-high so I imagine that comes from elsewhere in the mechanics of the game. :)
I think it is that in this case it is easier.

For roll low: add the two values (attribute + skill or relevant stats in the current game). That sum is the value you need to roll equal to or below.
For roll High, you would then have to also subtract that value from 20 to get the value to roll above..
 

Puddles

Adventurer
I think it is that in this case it is easier.

For roll low: add the two values (attribute + skill or relevant stats in the current game). That sum is the value you need to roll equal to or below.
For roll High, you would then have to also subtract that value from 20 to get the value to roll above..
Yes, I see now. For roll-high in this situation you would require both a target number to beat and a target number of successes to reach. And that is arguably clunky, whereas in this case any roll under your stats is a success, no need for a target number, and the amount of successes required sets the difficulty for the task.

The Alien RPG has a dice pool and a target number, but you don't need x number of successes, instead you need only 1 and any additional successes allow you to perform stunts and other tricks.
 

eyeheartawk

#1 Enworld Jerk™
The flexibility only goes so far though. Like, at the end of the day every game has metacurrency fueled dice pools that can be communally spent/used by the GM. I would argue most of these games, at the end of the day, function very similarly (This game uses these two integers to come up with a base TN while in this other game it's these other two integers with different names etc) with small tweaks to adjust the "feel". Fundamentally, I don't see the difference as any more significant than the difference between Dark Heresy and Only War or the difference between CoC 7E and Delta Green. Broadly, they all play interchangeably the same with more minor changes being made to adjust that feel. Ultimately, the fact that the system was built to be slightly more flexible at its genesis than most house systems doesn't obviate the criticism leveled against it that applies to most other house systems somehow.
 

Zaukrie

New Publisher
Interesting stuff, thanks!

One idea I have in my ridiculously long alternative initiative system document is similar to momentum..... Good to know I'm not insane. Probably.
 

Corone

Adventurer
A personal bugbear of mine is roll-low systems. From the read through there doesn't seem any inherent need for it to be roll-low and not roll-high so I imagine that comes from elsewhere in the mechanics of the game. :)
Its a 'your mileage may vary'. The maths is rather tricky to navigate though.
If you go the other way you are looking at a system where you want low attributes you can roll over, which doesn't feel right either.
The usual way past this is to base the target number just on the difficulty of the action, rather than the skill, but then you have to allow skills to modify the roll in some way or whats the point of them. But that means you start dealing in absolutes. If you add +5 for skill and an easy roll just needs to beat a 6 that character can't ever fail an easy roll. Make the bonuses too low and the advanced characters can't hit the higher difficulties. So it depends whats acceptable for success in terms of how heroic the characters are in the system that defines which way you go.
To be fair, D&D does this rather well, with attributes granting a bonus that isn't too unbalancing - but then you also get skill/proficiency bonuses leading to the problem above.
Its a maze designers have been navigating for years. Each setting usually demands different compromises, making it something that isn't usually too much of a problem. But its hard to it work for any setting.

I'm just glad my F**k/Yeah dice works either way. :)
 

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