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Open Game License: P&P, the modular, free-to-all, RPG
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<blockquote data-quote="GMMichael" data-source="post: 6130685" data-attributes="member: 6685730"><p>Good question. The size of the die is the granularity of your percentile. If the basic roll is a d6, any change in odds must be about 16%. d20s are 5%. So this boils down to taste, and is an excellent candidate for a rule modification, which are encouraged by the system. (Also, the d20 doesn't get a lot of attention, like the d12, so making it a standard roll makes it special.)</p><p></p><p></p><p></p><p>Granted. Add more abilities; it's fairly easy. But three abilities works well (?) for some of my favorite systems: Final Fantasy (attack, defend, magic), Skyrim (Health, Magicka, Stamina), and Eamon (Strength, Agility, Charisma).</p><p></p><p></p><p>Don't forget the skill points and perks! And character-themed hero points.</p><p></p><p></p><p>There were several D&D features that basically acted as hero points, but hero points are much simpler to use. The rogue's backstab ability, the cleric's proficiency in healing, the monk's slow fall, barbarian's rage - all can be emulated with hero points. The trick is for a player to use them at character-appropriate times.</p><p></p><p></p><p>Yes and no. Some things just shouldn't require rolling. Example: the party thief is a great balancer (decent Physical, and skill points in Movement). He could take 10 and get across the precarious rope bridge, with a few points to spare. Now, the GM doesn't have to take 10, which means he can make the thief sweat it out if he wants. But the rest of the party members aren't thieves. Why not reward the thief, and make the rest sweat it out by taking 10 for the thief's attempt, and rolling against the rest? It's not favoritism, because rolling against the other PCs actually gives them better odds of crossing, since taking 10 is technically on the lower half of the d20 (10.5 is the exact middle).</p><p></p><p></p><p>Some are universal, so I've added "common" skills and perks to the core rules. Literacy, actually, isn't all that common (assumed for any education-required Knowledge or Profession). Running is, and is simulated by spending one's full allotment of actions on movement. Dodge is a common skill, called Parry. Subterfuge is Sneak or Larceny, and spotting is accounted for in the Detect skill.</p><p></p><p>By the way, I've suggested d6 for the hero points, since d6s are so common, and more interesting than a d4.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6130685, member: 6685730"] Good question. The size of the die is the granularity of your percentile. If the basic roll is a d6, any change in odds must be about 16%. d20s are 5%. So this boils down to taste, and is an excellent candidate for a rule modification, which are encouraged by the system. (Also, the d20 doesn't get a lot of attention, like the d12, so making it a standard roll makes it special.) Granted. Add more abilities; it's fairly easy. But three abilities works well (?) for some of my favorite systems: Final Fantasy (attack, defend, magic), Skyrim (Health, Magicka, Stamina), and Eamon (Strength, Agility, Charisma). Don't forget the skill points and perks! And character-themed hero points. There were several D&D features that basically acted as hero points, but hero points are much simpler to use. The rogue's backstab ability, the cleric's proficiency in healing, the monk's slow fall, barbarian's rage - all can be emulated with hero points. The trick is for a player to use them at character-appropriate times. Yes and no. Some things just shouldn't require rolling. Example: the party thief is a great balancer (decent Physical, and skill points in Movement). He could take 10 and get across the precarious rope bridge, with a few points to spare. Now, the GM doesn't have to take 10, which means he can make the thief sweat it out if he wants. But the rest of the party members aren't thieves. Why not reward the thief, and make the rest sweat it out by taking 10 for the thief's attempt, and rolling against the rest? It's not favoritism, because rolling against the other PCs actually gives them better odds of crossing, since taking 10 is technically on the lower half of the d20 (10.5 is the exact middle). Some are universal, so I've added "common" skills and perks to the core rules. Literacy, actually, isn't all that common (assumed for any education-required Knowledge or Profession). Running is, and is simulated by spending one's full allotment of actions on movement. Dodge is a common skill, called Parry. Subterfuge is Sneak or Larceny, and spotting is accounted for in the Detect skill. By the way, I've suggested d6 for the hero points, since d6s are so common, and more interesting than a d4. [/QUOTE]
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