Hey all,
Here is a little variant that I have started using lately. If this already exists out there, then my apologies to the originators, but I think this is the first time it has been throw out there.
While I enjoy the "take 10" rule, I like the idea of players still rolling dice and creating a change for failure. Maybe that is just me, but here is what I am using for the take 10 rule.
Just add a +10 to the roll. The game is based on rolling dice, so this takes away so much of the automatic side of things.
This also gives the players a slight sense of suspense, as they are not always 100% sure the room or area has been thoroughly checked and all the secrets to be discovered. An armorsmith may not be so guaranteed to make a great set of armor if he still needs to roll the dice. Catch my drift?
Does this seem like overkill to all of you? Or am I on to something a little useful here?
Brian
Here is a little variant that I have started using lately. If this already exists out there, then my apologies to the originators, but I think this is the first time it has been throw out there.
While I enjoy the "take 10" rule, I like the idea of players still rolling dice and creating a change for failure. Maybe that is just me, but here is what I am using for the take 10 rule.
Just add a +10 to the roll. The game is based on rolling dice, so this takes away so much of the automatic side of things.
This also gives the players a slight sense of suspense, as they are not always 100% sure the room or area has been thoroughly checked and all the secrets to be discovered. An armorsmith may not be so guaranteed to make a great set of armor if he still needs to roll the dice. Catch my drift?
Does this seem like overkill to all of you? Or am I on to something a little useful here?
Brian
