Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Question about optional dice method.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Crimson Binome" data-source="post: 6879288" data-attributes="member: 6775031"><p>Depending on how familiar someone is with different types of dice models, and how you explain it to them, it's really not that weird at all. There is at least one game that I know of which uses this sort of range band mechanic, and it is The Great War of Magellan. In order to succeed at (for example) punching a dude, you would need to roll (for example) above 7 and not above 13. While the actual math of the system could use some refinement, they actually had a pretty good reason for using this method instead of anything traditional. In short, they were taking <em>your</em> attack roll and your target's <em>defense</em> roll, and superimposing both onto the same die. </p><p></p><p>I'm sure you can imagine a system where you have a skill of 13, so you need to roll 13 or lower on a d20 in order to hit; and if your opponent gets a chance to dodge, then maybe they need to roll 7 or less in order to succeed at dodging. In GWoM, given those a numbers, a roll of 1-7 indicates that you <em>would have</em> hit, except they dodged; a roll between 8-13 means you hit; and a roll of 14+ means that you missed because you're not very good at fighting.</p><p></p><p>Ignoring how bad those specific numbers are, the concept is actually pretty sound. Instead of two die rolls, made by two players, each against their own target numbers; you get one die roll, by one player, compared to two target numbers.</p><p></p><p>Of course, GWoM then went off the deep end by introducing random other results that didn't correspond to skill levels. Something like, on a roll of exactly 5 you would fall prone, or on a roll of exactly 17 you hit their face and stun them for a round (these being two random numbers that are entirely unrelated to the skill level of either participant, and seemingly supersede the basic outcome of the die roll). As neat as the basic range band mechanic is, I really can't defend this part at all.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6879288, member: 6775031"] Depending on how familiar someone is with different types of dice models, and how you explain it to them, it's really not that weird at all. There is at least one game that I know of which uses this sort of range band mechanic, and it is The Great War of Magellan. In order to succeed at (for example) punching a dude, you would need to roll (for example) above 7 and not above 13. While the actual math of the system could use some refinement, they actually had a pretty good reason for using this method instead of anything traditional. In short, they were taking [I]your[/I] attack roll and your target's [I]defense[/I] roll, and superimposing both onto the same die. I'm sure you can imagine a system where you have a skill of 13, so you need to roll 13 or lower on a d20 in order to hit; and if your opponent gets a chance to dodge, then maybe they need to roll 7 or less in order to succeed at dodging. In GWoM, given those a numbers, a roll of 1-7 indicates that you [I]would have[/I] hit, except they dodged; a roll between 8-13 means you hit; and a roll of 14+ means that you missed because you're not very good at fighting. Ignoring how bad those specific numbers are, the concept is actually pretty sound. Instead of two die rolls, made by two players, each against their own target numbers; you get one die roll, by one player, compared to two target numbers. Of course, GWoM then went off the deep end by introducing random other results that didn't correspond to skill levels. Something like, on a roll of exactly 5 you would fall prone, or on a roll of exactly 17 you hit their face and stun them for a round (these being two random numbers that are entirely unrelated to the skill level of either participant, and seemingly supersede the basic outcome of the die roll). As neat as the basic range band mechanic is, I really can't defend this part at all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Question about optional dice method.
Top