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Modiphius 2d20 System Opinions?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9849229" data-attributes="member: 7044197"><p>To keep things similar I am going to use Infinity as it has <em>some </em>aspect of most any version of 2d20's rule set implementation</p><p></p><p><strong>How much Momentum is earned usually?</strong></p><p>A TN is based most often on the character as a roll. A typical value here is often<strong> Target Number 14.</strong> </p><p>roll 2d20 and<em> any die that comes up equal to or under 14 is a success</em>. That's a 70% chance for a success on a given die.</p><p></p><p>If my <strong>Difficulty is 3</strong> ....</p><p>....And I roll 5d20, the probability that 3 or more of them roll equal to or under 14 is about 80%. </p><p>....If I have only 3d20, then it drops to about 35%. </p><p>....and if any come up as a 1, that counts as 2 successes, which is basically a 5% bonus to gaining a success (so on 3 dice that would bring us up to 40%)</p><p></p><p>Now lets see what the odds are for <strong>generating momentum</strong> at <strong>Difficulty 3 </strong>(OVER 3 successes in this case)</p><p>.... at 5d20 that is about 60% chance we gain 1 or more Momentum.</p><p>.... at 3d20 that is about 5% chance to gain 1 or more Momentum. </p><p></p><p>What happens to the number generating momentum at only at <strong>Difficulty 1</strong>...</p><p>.... at 5d20 that is about 98% chance we gain 1 or more Momentum.</p><p>.... at 3d20 that is about 80% chance we gain 1 or more Momentum.</p><p>.... at <strong>2d20</strong> that is about 50% chance to gain 1 or more Momentum. </p><p></p><p></p><p><strong>NOTE</strong>:</p><p>If Difficulty is 3 ... "Daunting" that's 3 out of 5, so a quite hard! Difficulty 2 is considered Challenging and Difficult 4 is considered Dire. <em> So at 3, we are Intentionally making this a high risk of failure! </em> Difficulty 1 is "Average" difficulty, the best place to start until shi& hits the fan or they take on very prepared and competent stuff.</p><p><em>..............................</em></p><p></p><p>In a game where the GM tells the players what to do, or suddenly dumps a combat on them = this is brutal! <strong>I would not recommend running 2d20 this way</strong>! (certainly not often, a jump-scare combat once in a while is fine, hehehe)</p><p></p><p>Ideally in <strong>2d20, it should be a player-driven entry to any given scene.</strong> They roleplay what they want, they then choose what to do, then they go about it based on their chosen approach. This means they are usually starting with <em>probing </em>and <em>sneaking </em>and <em>subtle </em>actions, all of which should be on the D0 to D2 side of things. </p><p><em>This you know... lets them generate...Momentum. It let's them build up towards taking a bigger and bigger risks. </em></p><p></p><p>This models preparation and observation very well!</p><p>Jump into a combat having done no preparation (built Momentum), then yeah, expect to lean into Heat and have a rough time!</p><p></p><p>............................</p><p></p><p><strong>Ways to gain Momentum </strong>=</p><p>- <strong>Dice rolls</strong> (see above)</p><p></p><p>- <strong>Infinity Points</strong> (each game of 2d20 call this different but its just a very lot player currency for oh-sh#t moments). Spend 1 Infinity Point and set one of your 2d20 to "1", which counts as two successes already. roll the rest.</p><p></p><p>- <strong>Group Momentum Pool</strong>. Sometimes someone will gain a ton of momentum, they can dump the overflow into the player pool and you can pull from there.</p><p></p><p>- <strong>Talents</strong>. 2d20 games have Talents that grant Momentum, or make it easier to get some. The most common Talents are some variant of each of these (yes you can have all of these apply to a given roll!), they require NO spends of any kind, they just 'work', always on, etc =</p><p>"<em>Expertise 1: The character may reroll one d20 when making an NNN test.</em>"</p><p>"<em>The character reduces the difficulty by one rank, to a minimum of Simple (D0)</em>."</p><p>"<em>Any Momentum spent to add extra dice to the skill test add two d20s to the dice pool instead of one.</em>"</p><p>"<em>The character generates 1 bonus Momentum on any Athletics test, fail or succeed!</em>"</p><p>"<em>They gain 2 bonus Momentum on successful NNN rolls</em>."</p><p></p><p>- <strong>Equipment</strong>: Each game as some version of a equipment special property of "E<em>xpert X: On a successful skill test, the expert system grants the user X bonus Momentum.</em>"</p><p></p><p>NOTE:</p><p>Talents change the game a LOT. If your character is acting within their Talents, it is <strong>10x more likely those rolls gain you Momentum.</strong> Which can lead into some set-up, built-up, knock-em-down style player action chains. good stuff. </p><p>Equipment or spells can make this even MORE bonkers to get Momentum....</p><p></p><p> ..................</p><p></p><p>- <strong>Heat</strong>. If you are desperate most 2d20 games let you give the GM Heat/Doom/Threat etc etc. You can't 'keep' this, its not a Momentum point to keep, but it <em>spends </em>100% like a Momentum, so use it. </p><p></p><p>Note:</p><p>So<em> technically you are never fully out of Momentum</em> to spend, you just have to give GM Heat to get it... This at least means you are <strong>never locked out of using an ability or talent or any given Momentum use.</strong>...</p><p></p><p>This really is important here, because this is where the game shows that <strong>it is about Press Your Luck and Building Momentum more than just a sequence of events the players are never in control of.</strong></p><p></p><p>Kinda like PBTA, I feel that 2d20 can't be run like D&D... not a huge difference, but a bit of a approach shift...</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9849229, member: 7044197"] To keep things similar I am going to use Infinity as it has [I]some [/I]aspect of most any version of 2d20's rule set implementation [B]How much Momentum is earned usually?[/B] A TN is based most often on the character as a roll. A typical value here is often[B] Target Number 14.[/B] roll 2d20 and[I] any die that comes up equal to or under 14 is a success[/I]. That's a 70% chance for a success on a given die. If my [B]Difficulty is 3[/B] .... ....And I roll 5d20, the probability that 3 or more of them roll equal to or under 14 is about 80%. ....If I have only 3d20, then it drops to about 35%. ....and if any come up as a 1, that counts as 2 successes, which is basically a 5% bonus to gaining a success (so on 3 dice that would bring us up to 40%) Now lets see what the odds are for [B]generating momentum[/B] at [B]Difficulty 3 [/B](OVER 3 successes in this case) .... at 5d20 that is about 60% chance we gain 1 or more Momentum. .... at 3d20 that is about 5% chance to gain 1 or more Momentum. What happens to the number generating momentum at only at [B]Difficulty 1[/B]... .... at 5d20 that is about 98% chance we gain 1 or more Momentum. .... at 3d20 that is about 80% chance we gain 1 or more Momentum. .... at [B]2d20[/B] that is about 50% chance to gain 1 or more Momentum. [B]NOTE[/B]: If Difficulty is 3 ... "Daunting" that's 3 out of 5, so a quite hard! Difficulty 2 is considered Challenging and Difficult 4 is considered Dire. [I] So at 3, we are Intentionally making this a high risk of failure! [/I] Difficulty 1 is "Average" difficulty, the best place to start until shi& hits the fan or they take on very prepared and competent stuff. [I]..............................[/I] In a game where the GM tells the players what to do, or suddenly dumps a combat on them = this is brutal! [B]I would not recommend running 2d20 this way[/B]! (certainly not often, a jump-scare combat once in a while is fine, hehehe) Ideally in [B]2d20, it should be a player-driven entry to any given scene.[/B] They roleplay what they want, they then choose what to do, then they go about it based on their chosen approach. This means they are usually starting with [I]probing [/I]and [I]sneaking [/I]and [I]subtle [/I]actions, all of which should be on the D0 to D2 side of things. [I]This you know... lets them generate...Momentum. It let's them build up towards taking a bigger and bigger risks. [/I] This models preparation and observation very well! Jump into a combat having done no preparation (built Momentum), then yeah, expect to lean into Heat and have a rough time! ............................ [B]Ways to gain Momentum [/B]= - [B]Dice rolls[/B] (see above) - [B]Infinity Points[/B] (each game of 2d20 call this different but its just a very lot player currency for oh-sh#t moments). Spend 1 Infinity Point and set one of your 2d20 to "1", which counts as two successes already. roll the rest. - [B]Group Momentum Pool[/B]. Sometimes someone will gain a ton of momentum, they can dump the overflow into the player pool and you can pull from there. - [B]Talents[/B]. 2d20 games have Talents that grant Momentum, or make it easier to get some. The most common Talents are some variant of each of these (yes you can have all of these apply to a given roll!), they require NO spends of any kind, they just 'work', always on, etc = "[I]Expertise 1: The character may reroll one d20 when making an NNN test.[/I]" "[I]The character reduces the difficulty by one rank, to a minimum of Simple (D0)[/I]." "[I]Any Momentum spent to add extra dice to the skill test add two d20s to the dice pool instead of one.[/I]" "[I]The character generates 1 bonus Momentum on any Athletics test, fail or succeed![/I]" "[I]They gain 2 bonus Momentum on successful NNN rolls[/I]." - [B]Equipment[/B]: Each game as some version of a equipment special property of "E[I]xpert X: On a successful skill test, the expert system grants the user X bonus Momentum.[/I]" NOTE: Talents change the game a LOT. If your character is acting within their Talents, it is [B]10x more likely those rolls gain you Momentum.[/B] Which can lead into some set-up, built-up, knock-em-down style player action chains. good stuff. Equipment or spells can make this even MORE bonkers to get Momentum.... .................. - [B]Heat[/B]. If you are desperate most 2d20 games let you give the GM Heat/Doom/Threat etc etc. You can't 'keep' this, its not a Momentum point to keep, but it [I]spends [/I]100% like a Momentum, so use it. Note: So[I] technically you are never fully out of Momentum[/I] to spend, you just have to give GM Heat to get it... This at least means you are [B]never locked out of using an ability or talent or any given Momentum use.[/B]... This really is important here, because this is where the game shows that [B]it is about Press Your Luck and Building Momentum more than just a sequence of events the players are never in control of.[/B] Kinda like PBTA, I feel that 2d20 can't be run like D&D... not a huge difference, but a bit of a approach shift... [/QUOTE]
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