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<blockquote data-quote="dm4hire" data-source="post: 5649841" data-attributes="member: 14848"><p>A little more detail I think is needed judging from the sounds of it.</p><p></p><p>My plan is to use one back bone system which would be used for all skill checks and one of the four core classes (or possibly three roles similar to how True20 is setup) which would most likely be the rogue. The rogues attack aspect would be turned into a skill check which would then fit into the scheme, allowing them to target a specific defense.</p><p></p><p>Next, with the exception skill checks, the wizard would use a pool system to not only generate a success result, but determine damage and backlash/fatigue all in one roll. This would be a modified version of HEX that wouldn't use the Ubiquity dice, instead the player would roll whatever amount and type was called for by the spell. Here is how it would work if the character was casting fireball and was fifth level: Fireball is normally d6 per level up to10 so the player would roll 5d6; it's also a 3rd level spell that would require three successes from the five dice rolled. The player decides odd numbers equal success so rolls and gets 5, 3, 3, 2, 1. Three odds mean the spell worked dealing 14 damage to the target(s) and caused two points of backlash/fatigue for the caster.</p><p></p><p>The fighter uses a modified version of the base system, if not the base system, with my intention being that they roll 3d10 for results of 2-30. I used <a href="http://anydice.com/" target="_blank">AnyDice</a> to analyze the probability and I feel that it would allow for a more unique critical hit system with instant death being possible since the odds of rolling 30 is .1% or one in 1000 chance.</p><p></p><p>Finally clerics would either be rolled in with wizards, being a variant, or another system might be used to allow for determining degree of success. I haven't decided what would work yet, but the degree of success would reflect their strength of faith at the time of evoking their deity's name, giving importance toward roleplaying the characters devotion or lack there of and its importance in the game.</p><p></p><p>I agree that initial learning might be a step above most games, but its meant to be a game for seasoned players who know various rules. I hope that helps clarify what I'm thinking of.</p></blockquote><p></p>
[QUOTE="dm4hire, post: 5649841, member: 14848"] A little more detail I think is needed judging from the sounds of it. My plan is to use one back bone system which would be used for all skill checks and one of the four core classes (or possibly three roles similar to how True20 is setup) which would most likely be the rogue. The rogues attack aspect would be turned into a skill check which would then fit into the scheme, allowing them to target a specific defense. Next, with the exception skill checks, the wizard would use a pool system to not only generate a success result, but determine damage and backlash/fatigue all in one roll. This would be a modified version of HEX that wouldn't use the Ubiquity dice, instead the player would roll whatever amount and type was called for by the spell. Here is how it would work if the character was casting fireball and was fifth level: Fireball is normally d6 per level up to10 so the player would roll 5d6; it's also a 3rd level spell that would require three successes from the five dice rolled. The player decides odd numbers equal success so rolls and gets 5, 3, 3, 2, 1. Three odds mean the spell worked dealing 14 damage to the target(s) and caused two points of backlash/fatigue for the caster. The fighter uses a modified version of the base system, if not the base system, with my intention being that they roll 3d10 for results of 2-30. I used [url=http://anydice.com/]AnyDice[/url] to analyze the probability and I feel that it would allow for a more unique critical hit system with instant death being possible since the odds of rolling 30 is .1% or one in 1000 chance. Finally clerics would either be rolled in with wizards, being a variant, or another system might be used to allow for determining degree of success. I haven't decided what would work yet, but the degree of success would reflect their strength of faith at the time of evoking their deity's name, giving importance toward roleplaying the characters devotion or lack there of and its importance in the game. I agree that initial learning might be a step above most games, but its meant to be a game for seasoned players who know various rules. I hope that helps clarify what I'm thinking of. [/QUOTE]
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