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<blockquote data-quote="Hakon Blum" data-source="post: 7015234" data-attributes="member: 6871471"><p>i play EOTE on mondays and D&D 5e wednesdays, hence the reason i realised both systems had flaws and tried to merge the 2 in to one flawless game</p><p></p><p>i do like the RP advantage/threat system and am still working on a way to work the system in.</p><p></p><p>at present i am leaning towards allowing a move action to be traded for a skill check, the skill check you choose has an effect on the way you attack</p><p></p><p>at present every attack rolls:</p><p>2d6 to hit</p><p>2d6 for where your blow strikes</p><p></p><p>then damage is 1d3, 1d6, 2d3, 3d3, 2d6, 4d3 etc</p><p></p><p>the means at present you need 3 colours of d6</p><p>the hit</p><p>the location</p><p>the damage</p><p></p><p>a skill check is </p><p>the check</p><p>the bonus effect</p><p></p><p>so at present its like edge but with an extra roll for damage</p><p>if i include the bonus effect on attack rolls as well its just too many dice to roll, it would slow the game</p><p>its simple right now</p><p>did you hit? where did you hit? whats the damage?</p><p></p><p>by going the route of bonus effects (similar to advantage/disadvantage) only effecting skill checks and allowing skill checks to be done as a manoeuvre during combat, it means you can still have this crazy moments where you swing from the chandelier (if you cut the right rope)</p><p></p><p>at present for skills a 2 is a crit fail (think despair) a 12 is a crit (think triumph)</p><p></p><p>on the bonus effect a 2 gives 3 threat, 3 is 2, and 4 is 1 threat, 5,6,7,8,9 have no effect, 10 is 1 advantage, 11 is 2, 12 is 3 advantage. That results in 1/6 bad, 2/3 nothing, 1/6 good for the odds.</p><p></p><p>so all skills rolls are 4d6 rolls, (2d6 x 2 colours)</p></blockquote><p></p>
[QUOTE="Hakon Blum, post: 7015234, member: 6871471"] i play EOTE on mondays and D&D 5e wednesdays, hence the reason i realised both systems had flaws and tried to merge the 2 in to one flawless game i do like the RP advantage/threat system and am still working on a way to work the system in. at present i am leaning towards allowing a move action to be traded for a skill check, the skill check you choose has an effect on the way you attack at present every attack rolls: 2d6 to hit 2d6 for where your blow strikes then damage is 1d3, 1d6, 2d3, 3d3, 2d6, 4d3 etc the means at present you need 3 colours of d6 the hit the location the damage a skill check is the check the bonus effect so at present its like edge but with an extra roll for damage if i include the bonus effect on attack rolls as well its just too many dice to roll, it would slow the game its simple right now did you hit? where did you hit? whats the damage? by going the route of bonus effects (similar to advantage/disadvantage) only effecting skill checks and allowing skill checks to be done as a manoeuvre during combat, it means you can still have this crazy moments where you swing from the chandelier (if you cut the right rope) at present for skills a 2 is a crit fail (think despair) a 12 is a crit (think triumph) on the bonus effect a 2 gives 3 threat, 3 is 2, and 4 is 1 threat, 5,6,7,8,9 have no effect, 10 is 1 advantage, 11 is 2, 12 is 3 advantage. That results in 1/6 bad, 2/3 nothing, 1/6 good for the odds. so all skills rolls are 4d6 rolls, (2d6 x 2 colours) [/QUOTE]
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