green slime
First Post
In DnD, it'd probably be more effective for the troll to just waste the door, rather than push against two fighters holding it closed.
Exactly. Unearthed Arcana was aware of this and included rules around using the 3d6 bell curve instead of a single d20. (blasphemy, I know, but there you have it)Stalker0 said:This is the problems you encounter when using linear variabilities like a d20 instead of 2d10, 3d6, etc.
Dannyalcatraz said:I've seen other systems- don't ask me which, because its late and I've played as many systems as most pros- where to minimize the number of oddball rolls, you use a "dice pool" method of rolling.
In such a system, the PC doesn't just get a simple dice roll, he gets several. He then compares "successes" to "failures." To succeed, you must have more "successes" than "failures."
I think the key bit there is 'for six seconds'.FireLance said:I like it that when it counts, even a Strength 1 child has a small chance of keeping the door shut for six seconds against a Strength 23 troll.
Stalker0 said:This is the problems you encounter when using linear variabilities like a d20 instead of 2d10, 3d6, etc.
Its one of those areas where dm fiat is needed. Now a guy with a +2 or +3 strength difference, there's certainly cases where the weaker guy might be able to hold a door against him. But when your talking +6, or even +10, perhaps the dm should simply say the door is burst open.
However, keep in mind that part of the randomness of an ability check is environmental factors. The example was given of a baby holding the door against a troll. Maybe its not really the baby holding the door, maybe the door was rusted, maybe it was stuck. There are ways to explain it other than saying a baby actually held a door against a troll.
Very poorly for realism, perhaps. But not so bad if you want the potential for a heroic outcome.KarinsDad said:They model this concept very poorly if you use a Strength Ability check.
Only if the outcome of a tug of war depends on only a single opposed Strength check. At the risk of complicating the gameplay, I'd probably require the winner to be the first to achieve three (or more) successful Strength checks more than his opponent, or make the degree of success important, e.g. the rope moves 1 foot for every 5 points you beat your opponent's score, and winner must move the rope 10 feet.Just like they model a Tug of War very poorly. No, we do not go into "Maybe the rope gets caught on a rock" when discussing the fact that the Baby wins the Tug of War 9% of the time against the Troll. Such "environmental factors" are irrelevant as to whether the actual rule is a good model or not.
FireLance said:Only if the outcome of a tug of war depends on only a single opposed Strength check. At the risk of complicating the gameplay, I'd probably require the winner to be the first to achieve three (or more) successful Strength checks more than his opponent, or make the degree of success important, e.g. the rope moves 1 foot for every 5 points you beat your opponent's score, and winner must move the rope 10 feet.
FireLance said:Only if the outcome of a tug of war depends on only a single opposed Strength check. At the risk of complicating the gameplay, I'd probably require the winner to be the first to achieve three (or more) successful Strength checks more than his opponent, or make the degree of success important, e.g. the rope moves 1 foot for every 5 points you beat your opponent's score, and winner must move the rope 10 feet.