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How Does This Sound For a Basic Conflict Resolution System?
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<blockquote data-quote="kitsune9" data-source="post: 5397901" data-attributes="member: 18507"><p>Another approach is you could roll 1d6 and only a 6 or higher result counts in success. </p><p></p><p>Now for your success ladder, you don't have 1-5 ranks but have 0-3 ranks in something. If someone has 0 rank, that's your average / untrained character. Someone who has 1 rank is considered Good, 2 ranks Excellent, and 3 ranks Awesome. The ranks are modifiers to achieve success. </p><p></p><p>Now for situational modifiers, these are completely free form and since we're rolling a 1d6 here, I'd leave them out unless a task is so super easy or super hard that you'd bother to apply modifiers.</p><p></p><p>For the exploding die or critical failures, these add a new level of complexity that I'd leave out if it was up to me; however if you're keen on keeping it in, then a natural 1 is always a failure and exploding 6 just determines not only how you succeeded, but how truly awesome you could do. To make it really simple, each time you roll a 6, becomes a multiplier on how well you performed an action. For example, if I roll to hit a bandit with my sword and I rolled a 6, I hit (YAY!). I roll again since the die explodes and if I roll another 6, I now did 2x as good (Take that vile cur! Look at that head fly!). If I roll another 6, then now my success is 3x (Ewww...tomato paste...). If I roll the next die and if comes up with some other number other than 6, then I'm at 3x my success on hitting the bandit.</p><p></p><p>Good luck with your game!</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5397901, member: 18507"] Another approach is you could roll 1d6 and only a 6 or higher result counts in success. Now for your success ladder, you don't have 1-5 ranks but have 0-3 ranks in something. If someone has 0 rank, that's your average / untrained character. Someone who has 1 rank is considered Good, 2 ranks Excellent, and 3 ranks Awesome. The ranks are modifiers to achieve success. Now for situational modifiers, these are completely free form and since we're rolling a 1d6 here, I'd leave them out unless a task is so super easy or super hard that you'd bother to apply modifiers. For the exploding die or critical failures, these add a new level of complexity that I'd leave out if it was up to me; however if you're keen on keeping it in, then a natural 1 is always a failure and exploding 6 just determines not only how you succeeded, but how truly awesome you could do. To make it really simple, each time you roll a 6, becomes a multiplier on how well you performed an action. For example, if I roll to hit a bandit with my sword and I rolled a 6, I hit (YAY!). I roll again since the die explodes and if I roll another 6, I now did 2x as good (Take that vile cur! Look at that head fly!). If I roll another 6, then now my success is 3x (Ewww...tomato paste...). If I roll the next die and if comes up with some other number other than 6, then I'm at 3x my success on hitting the bandit. Good luck with your game! [/QUOTE]
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