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<blockquote data-quote="GMMichael" data-source="post: 6257276" data-attributes="member: 6685730"><p>This is a good mechanic. I've touched it up a bit.</p><p></p><p>Modos RPG: roll d20 + ability modifier + skill, versus an opposed roll.</p><p>- If the opposition is just difficulty, then the GM rolls d20 + difficulty.</p><p>- Equal rolls are ties. Ties can be rerolled, or treated as ties.</p><p></p><p>AD&D 2ed: attack rolls. To determine if an attack scores damage, an attacker needs a THAC0 and the defender needs an AC.</p><p>- Determining THAC0: class levels award THAC0, which stands for To Hit Armor Class 0 (zero).</p><p>- Armor and dexterity <em>lower</em> Armor Class.</p><p>If a character needs X To Hit Armor Class 0, then he needs X-Y To Hit Armor Class Y. Which is to say, roll X-Y or higher to hit armor class Y.</p><p></p><p>Simple, right? I've touched it up a bit.</p><p></p><p>Modos RPG: attack rolls. To hit your opponent, your attack roll (d20 + ability mod + skill) must exceed your opponent's defense roll (d20 + ability mod + skill). Simple. And directly related to the core mechanic above.</p><p></p><p>Dragon Age: attack rolls. Roll 3d6 plus strength plus focus. Beat the target's defense to hit. But if you rolled doubles, you get the number on one of the double-dice to spend in stunts. Stunts are, well, like critical hits, but more interesting.</p><p></p><p>Dark Heresy: nope. I won't even try. Because in this system, your success in attacking is based on your own ability, not the enemy's. But then the enemy gets a chance to defend anyway, not based on your roll, but on his ability. Or, um, I don't know. But the Inquisition is coming...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6257276, member: 6685730"] This is a good mechanic. I've touched it up a bit. Modos RPG: roll d20 + ability modifier + skill, versus an opposed roll. - If the opposition is just difficulty, then the GM rolls d20 + difficulty. - Equal rolls are ties. Ties can be rerolled, or treated as ties. AD&D 2ed: attack rolls. To determine if an attack scores damage, an attacker needs a THAC0 and the defender needs an AC. - Determining THAC0: class levels award THAC0, which stands for To Hit Armor Class 0 (zero). - Armor and dexterity [I]lower[/I] Armor Class. If a character needs X To Hit Armor Class 0, then he needs X-Y To Hit Armor Class Y. Which is to say, roll X-Y or higher to hit armor class Y. Simple, right? I've touched it up a bit. Modos RPG: attack rolls. To hit your opponent, your attack roll (d20 + ability mod + skill) must exceed your opponent's defense roll (d20 + ability mod + skill). Simple. And directly related to the core mechanic above. Dragon Age: attack rolls. Roll 3d6 plus strength plus focus. Beat the target's defense to hit. But if you rolled doubles, you get the number on one of the double-dice to spend in stunts. Stunts are, well, like critical hits, but more interesting. Dark Heresy: nope. I won't even try. Because in this system, your success in attacking is based on your own ability, not the enemy's. But then the enemy gets a chance to defend anyway, not based on your roll, but on his ability. Or, um, I don't know. But the Inquisition is coming... [/QUOTE]
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