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<blockquote data-quote="Salamandyr" data-source="post: 6105116" data-attributes="member: 40233"><p>Pretty simple; Base chance of success for most things is 2 in 6. To that, I add a players stat bonus, if they have one (which tops out at 3), so odds of success can go up to 5 in 6. I may also throw in a situational bonus based on class or background, so in most cases they have from a 1 in 3 chance of success to a 2 in 3. Rule of drama means that they're gonna fail even at something they're really good at fairly often (about 16%) and one in a million, OMG, no chance in the world! still pulls off enough to make doing something crazy worthwhile (about 1 in 6, also 16%). I only roll if it's a fairly serious challenge, otherwise I just rule in the players favor. Rolling dice is for quick play, if the player is careful enough to actually describe the action, they succeed. Oh, and no mods on perception based rolls, that's just the 2 in 6.</p><p></p><p>For instance, if characters tell me they're going to search through a supply room, they get a roll to find the hidden treasure. But if one of them figures "hey, there ought to be a secret door" in the east wall, then he finds the secret door that's in the east wall, no roll. I want to encourage players to actively engage in the dungeon, and use <em>their</em> skills, not just the ones their characters.</p><p></p><p>I absolutely despise the 3e tendency to "elf" the room. "We rolled a 38 on our search check, what did we find?" and likewise, I don't want to penalize smart play "I check the chest for a secret compartment" by requiring a roll to find what the player just looked for. </p><p></p><p></p><p></p><p>Yeah, me too. I can definitely see the core of a fun game in there.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 6105116, member: 40233"] Pretty simple; Base chance of success for most things is 2 in 6. To that, I add a players stat bonus, if they have one (which tops out at 3), so odds of success can go up to 5 in 6. I may also throw in a situational bonus based on class or background, so in most cases they have from a 1 in 3 chance of success to a 2 in 3. Rule of drama means that they're gonna fail even at something they're really good at fairly often (about 16%) and one in a million, OMG, no chance in the world! still pulls off enough to make doing something crazy worthwhile (about 1 in 6, also 16%). I only roll if it's a fairly serious challenge, otherwise I just rule in the players favor. Rolling dice is for quick play, if the player is careful enough to actually describe the action, they succeed. Oh, and no mods on perception based rolls, that's just the 2 in 6. For instance, if characters tell me they're going to search through a supply room, they get a roll to find the hidden treasure. But if one of them figures "hey, there ought to be a secret door" in the east wall, then he finds the secret door that's in the east wall, no roll. I want to encourage players to actively engage in the dungeon, and use [I]their[/I] skills, not just the ones their characters. I absolutely despise the 3e tendency to "elf" the room. "We rolled a 38 on our search check, what did we find?" and likewise, I don't want to penalize smart play "I check the chest for a secret compartment" by requiring a roll to find what the player just looked for. Yeah, me too. I can definitely see the core of a fun game in there. [/QUOTE]
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