Other ways to solve skills?


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Dogs in the Vineyard has a neat system.

Every character has the same 4 attributes: Acuity, Body, Heart, and Will.

When you get into a conflict, you roll two of those. Depending on what you are doing: if you're talking, you roll Acuity and Heart; if you're doing something physical but not
fighting, you roll Body and Heart; if you're fighting hand to hand, you roll Body and Will; and if you're gun fighting, you roll Acuity and Will.

Then you have a list of Traits & Relationships. There's no set list, you can just make them up (during character creation and when you get "experience"). You can roll those by narrating an action that uses the trait. So if I have "Dead shot with a rifle 2d8" I could roll 2d8 whenever the fact that I'm a dead shot with a rifle matters.

Items are also represented like this.

Once you roll a die, you put it in front of you. You can't roll something (trait/relationship/attribute/item) twice.

Okay.

So when you get into the conflict, you have a bunch of dice. When it's your turn, you make a Raise by saying what you do. You put forward two of your dice.

The other guy has to match or beat this roll with his dice. If he can do it with 2 dice of his, he Blocks; if he does it with 3 or more, he Takes the Blow (if you're swinging a broken beer bottle at him, he gets hit). If he does it with 1 die, then he Reverses the blow and gets to use that 1 die over again.

Or you can just Give up.

You keep going until someone can't match the other guy's raise, or until someone Gives.
 


Rolemaster: d100, add skill bonus. If you roll 96-00, add and roll again. Open-ended, very bloody in combat.

Fudge: Ahhhhh, 1001 ways, the main one being 4dF. Don't ask. Oh, ok. Use 6-diced dice marked -1,-1,0,0,+1,+1. Roll 4 dice and total. Result modifies your skill. If you do better than required, it's a success. Good beats Mediocre, etc.

Classic Traveller: 2d6, add skill rank (eg, Pilot-1). Get more than 7 (or 11, etc depending on difficulty level) to succeed

Marvel Super Heroes: Big strange but colourful table on the back of the book.

d2: Toss a coin. No, really.

That covers a handful I can remember off the top of my head.
 

Champions: 3d6 roll (akin to the d20), except that all rolls are equal to or less than the skill to succeed. Penalties can apply to the roll based upon the complexity. The skill can be bought up so that you have greater than 18 or less (these are also attribute based), which means mundane tasks become automatic, and gives you a reasonable chance to succeed at more complex tasks. You can also have a "critical" success with a roll equal to or less than half the required skill.
 


Cyberpunk (from the late 80s): [Die Roll + Attribute + Skill +/- misc mods] vs. Difficulty number (that generally increases in difficulty levels by 5). . .

Oh, wait.
 

It looks that these methods are all variants of what I originally posted, except for LostSoul's explanation. This might be the way to reduce "dice pools" in a lot of systems, eh? I think I'll go in that direction. Any other way to reduce "10d10" in these sort of systems?
 


Well... there is the resolution mechanic from Pair O' Dice (pronounced Paradise, a game system I made years ago and never published).

Basically there was a skill rating that was the sum of your relevant attribute and skill + modifiers (similar enough to a lot of games).

Roll 2d10 (hence the name of the system) as a percentile roll. a roll of 5% or less autmatically fails. A roll of 96% or more is a critical success, roll percentile again and add it to your previous amount (example rolled 97, then roll 50, the total is 147%). The 5% autofail rule does not apply to critical success rolls, however the critical success roll does so you can still roll less than 100% on a critical, or you could roll 200%+.

Take this percentage and multiply it by your skill rating (a rating of 20 x 76% would be a result of 15.2). Compare the modified value to the difficulty rating (often the sum of an oponents ability and skill + modifiers times his % roll, sometimes just a fixed DC.) If your result is higer than the difficulty rating, you succede. Sometimes the amount by wich you beat the DR had an impact on how well you actually did.

Yep, it was a total pain to play unless everyone had a pocket calculator.

Did I mention that the initiative system was roundless? Each action took 2d10(added, not percentile)+action time cost in "ticks" to complete. So if you got lucky with a time cost 1 action, you could theoretically perform that action 3 to 5 times before the guy with a time cost 10 action could finish his.

Ahh... even more complications. I welcome the relative simple yet effective resolution system of d20.
 
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