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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="Larcen" data-source="post: 3331759" data-attributes="member: 2406"><p>Here is a little something I threw together today after being inspired by the small and simple bonuses on the MicroliteNot20 character sheet. I've never seen anything like what I am about to propose, so someone let me know if it’s been done before.</p><p></p><p><strong>Ratio Resolution System</strong></p><p></p><p>Instead of using a D20, or a D6, or whatever, the bonuses being used determine the die type. As follows:</p><p></p><p>• Whenever you have a success roll to make add the two bonuses together. These bonuses are the two bonuses involved in a contest or your total bonus added to the target’s difficulty rating. </p><p>• Round up to the nearest die type and roll that die.</p><p>• If the number rolled is equal to or less than the lower bonus, low bonus wins and you are done.</p><p>• If the number rolled is equal to or less than the total of both bonuses, high bonus wins.</p><p>• If it’s neither of the above, roll again.</p><p></p><p>Example: Player A has a bonus of +5 and is in a contest with player B who has a bonus of +6. That’s 5 + 6 = 11, so use a D12. On a roll of 1 thru 5, player A wins. On a roll of 6 thru 11, player B wins. On a roll of 12, roll again.</p><p></p><p>Example: +2 bonus vs. +3 bonus. That’s 2 + 3 = 5, so use a D6. On a roll of 1 or 2, lower bonus wins. On a roll of 3 thru 5, higher bonus wins. On a roll of a six, roll again.</p><p></p><p>Example: Your Open Locks is +4 and the lock is DC 6. That’s 4 + 6 = 10. Use a D10. On a roll of 1 thru 4, you open the lock. On a roll of 5 thru 10, the lock stays closed. </p><p></p><p>Example: Your total to-hit bonus is 5 and the opponents AC is 3. 5 + 3 = 8, use a D8. On a roll of 1 thru 3, you missed (AC wins). On a roll of 4 thru 8, you hit.</p><p></p><p>Example: Your total to-hit bonus is 3, the opponents AC is 6. 3 + 6 = 9, use a D10. On a roll of 1 thru 3, you hit. On a roll of 4 thru 9, you missed. On a roll of 10, roll again.</p><p></p><p>• Negative bonuses add their base number to the higher score and are then considered a +1 themselves.</p><p></p><p>Example: Your total to-hit is -2 and the opponent’s AC is 6. That is 1 + (6 + 2) = 9, so use a D10. On a roll of 1, you hit. On a roll of 2 thru 9, you miss. Reroll 10s.</p><p></p><p>• If both bonuses are negative, use them like positive numbers but then the winners are reversed.</p><p></p><p>Example: a bonus of -2 vs. a bonus of -5. That is 2 + 5 = 7, so a D8 is used. However, -5 wins on 1 thru 2, and -2 wins on 3 thru 7. Reroll 8 in this example. </p><p></p><p>This system works best for games with low total bonuses. Otherwise something like +18 vs. a +21 would have you rolling percentile dice until you get 39 and under, for instance. Plus the math would take a second or two longer. I think any system where the usual bonuses and target numbers are no more than +15 is good. +15 should be extremely godlike talented , or extremely godawful difficult. That way a D30 is the largest die you will need most of the time. Along the same lines, systems where negative bonuses come up a lot is extra work for this as well. Luckily these should be rare.</p><p></p><p>Note that this system always provides a proportional chance for success no what what the bonuses involved are. Systems that use a set die type have the possibility of certain rolls being impossible to make. This is both good and bad of course. But I suppose if this system is used and the GM doesn’t want a chance of success he can just inform the player of his decision (maybe) and no roll is made. Still, I am a softie GM and I would still have that +1 juggler try to juggle the 8 flaming pickaxes at a DC 29 and roll that D30. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>Questions? Comments? Tomatoes? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p></blockquote><p></p>
[QUOTE="Larcen, post: 3331759, member: 2406"] Here is a little something I threw together today after being inspired by the small and simple bonuses on the MicroliteNot20 character sheet. I've never seen anything like what I am about to propose, so someone let me know if it’s been done before. [B]Ratio Resolution System[/B] Instead of using a D20, or a D6, or whatever, the bonuses being used determine the die type. As follows: • Whenever you have a success roll to make add the two bonuses together. These bonuses are the two bonuses involved in a contest or your total bonus added to the target’s difficulty rating. • Round up to the nearest die type and roll that die. • If the number rolled is equal to or less than the lower bonus, low bonus wins and you are done. • If the number rolled is equal to or less than the total of both bonuses, high bonus wins. • If it’s neither of the above, roll again. Example: Player A has a bonus of +5 and is in a contest with player B who has a bonus of +6. That’s 5 + 6 = 11, so use a D12. On a roll of 1 thru 5, player A wins. On a roll of 6 thru 11, player B wins. On a roll of 12, roll again. Example: +2 bonus vs. +3 bonus. That’s 2 + 3 = 5, so use a D6. On a roll of 1 or 2, lower bonus wins. On a roll of 3 thru 5, higher bonus wins. On a roll of a six, roll again. Example: Your Open Locks is +4 and the lock is DC 6. That’s 4 + 6 = 10. Use a D10. On a roll of 1 thru 4, you open the lock. On a roll of 5 thru 10, the lock stays closed. Example: Your total to-hit bonus is 5 and the opponents AC is 3. 5 + 3 = 8, use a D8. On a roll of 1 thru 3, you missed (AC wins). On a roll of 4 thru 8, you hit. Example: Your total to-hit bonus is 3, the opponents AC is 6. 3 + 6 = 9, use a D10. On a roll of 1 thru 3, you hit. On a roll of 4 thru 9, you missed. On a roll of 10, roll again. • Negative bonuses add their base number to the higher score and are then considered a +1 themselves. Example: Your total to-hit is -2 and the opponent’s AC is 6. That is 1 + (6 + 2) = 9, so use a D10. On a roll of 1, you hit. On a roll of 2 thru 9, you miss. Reroll 10s. • If both bonuses are negative, use them like positive numbers but then the winners are reversed. Example: a bonus of -2 vs. a bonus of -5. That is 2 + 5 = 7, so a D8 is used. However, -5 wins on 1 thru 2, and -2 wins on 3 thru 7. Reroll 8 in this example. This system works best for games with low total bonuses. Otherwise something like +18 vs. a +21 would have you rolling percentile dice until you get 39 and under, for instance. Plus the math would take a second or two longer. I think any system where the usual bonuses and target numbers are no more than +15 is good. +15 should be extremely godlike talented , or extremely godawful difficult. That way a D30 is the largest die you will need most of the time. Along the same lines, systems where negative bonuses come up a lot is extra work for this as well. Luckily these should be rare. Note that this system always provides a proportional chance for success no what what the bonuses involved are. Systems that use a set die type have the possibility of certain rolls being impossible to make. This is both good and bad of course. But I suppose if this system is used and the GM doesn’t want a chance of success he can just inform the player of his decision (maybe) and no roll is made. Still, I am a softie GM and I would still have that +1 juggler try to juggle the 8 flaming pickaxes at a DC 29 and roll that D30. :] Questions? Comments? Tomatoes? :uhoh: [/QUOTE]
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