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
*Dungeons & Dragons
The Child of Savage Worlds and D20
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="Michael Morris" data-source="post: 6071175" data-attributes="member: 87"><p>I originally posted this as part of a longer ongoing thread, but there were no responses so I figured I'd float this idea in a thread on its own. At the moment it's nothing more than a core mechanic which borrows the idea of having ability dice from the Savage Worlds system, and adds it to d20. The system is ability-centric, so most checks are an ability check. To check to force open a door roll a d20 + your character strength ability die, which will be a d4, d6, d8, d10 or d12.</p><p></p><p>If your character has a relevant skill, you roll the skill die as well. So to search a drawer for hidden key a player would roll d20 + d6 for intelligence + d6 for their search skill.</p><p></p><p>As the moment I haven't explored exactly what skills and abilities are in play. I am just toying with this basic concept.</p><p></p><p>Savage Worlds uses a single die to check, and the target number is always 4. I find this approach to be very inflexible. Modifiers to die rolls have very wild swings, and combined with Savage World's ace rule the math becomes wonky and hard to predict. I've ran SW quite a bit, and unless players and NPCs are rolling opposed checks I tend to just eyeball rolls very loosely.</p><p></p><p>This new system uses target numbers like d20, and while a GM could use every single number in the range of what the die rolls, there are only a few especially important target numbers spaced on multiples of 3.</p><p></p><p>12 is a very easy check. A character with minimum ability and no skill has an average roll of 13, so this is a DC that can be hit around 50% of the time by the most inept.</p><p></p><p>15 is an easy check. d20+2d4 has an average of 15.5, which represents a character with minimum training and minimum ability - yet they statistically will pass this check better than half the time.</p><p></p><p>18 is an average difficulty check. Accordingly, d6 represents average ability or skill, and d20+2d6 has an average roll 17.5 meaning such characters will succeed at these checks close to half the time (slightly less actually, but not enough to matter).</p><p></p><p>21 is hard, yet it is close to the average roll of excellent skill and ability (d20+2d10 = avg 21.5)</p><p></p><p>24 is very hard, but the very best can still hit this skill check around half the time ( d20+2d12 = avg 23.5). Note that 24 conveniently also lines up as the highest possible target number for someone with a minimal ability and no skill (d20+d4 = max 24), but thanks to bell curves their odds of hitting this DC are 1 in 800.</p><p></p><p>27 (formidable) and 30 (nigh impossible) are the last two target number that should ever be considered in normal play, and thanks to the magic of bell curves the odds with each point increase in this range increase very steeply. The highest possible DC, 44, has odds against it higher than being dealt a full house in poker.</p><p></p><p></p><p>At this point, this is just a concept. I think it's a sound one, and it may prove fun to play with, but I'd like some insight into it. The features of the system I haven't mentioned yet</p><p></p><p></p><ul> <li data-xf-list-type="ul">Bell curves mean outlier results decrease as characters go up in level. They can be reasonably certain of accomplishing tasks at their own skill level, but not too much higher. So a character with who rolls 2d6 on a certain check can be confident he'll almost never miss a very easy task, and rarely miss an easy one. It's basically a coin flip with average checks, but a hard check should give him pause and very hard checks probably should be avoided. Meanwhile the same character several levels later can laugh at all but the very hard checks, and attempt formidable and epic checks in the same manner he did when less experienced.</li> <li data-xf-list-type="ul">If GM's want to they can stick to 3 core difficulties - easy (15), average (18) or hard (21) until they get a feel for the system, and only then add the more outlying checks.</li> <li data-xf-list-type="ul">The system has built in limits that are understandable - there are only 5 degrees of skill and ability, and further they have physical representations in the dice themselves.</li> </ul><p></p><p>I have a couple of other ideas for this, but I want to stop for a moment and gather feedback.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6071175, member: 87"] I originally posted this as part of a longer ongoing thread, but there were no responses so I figured I'd float this idea in a thread on its own. At the moment it's nothing more than a core mechanic which borrows the idea of having ability dice from the Savage Worlds system, and adds it to d20. The system is ability-centric, so most checks are an ability check. To check to force open a door roll a d20 + your character strength ability die, which will be a d4, d6, d8, d10 or d12. If your character has a relevant skill, you roll the skill die as well. So to search a drawer for hidden key a player would roll d20 + d6 for intelligence + d6 for their search skill. As the moment I haven't explored exactly what skills and abilities are in play. I am just toying with this basic concept. Savage Worlds uses a single die to check, and the target number is always 4. I find this approach to be very inflexible. Modifiers to die rolls have very wild swings, and combined with Savage World's ace rule the math becomes wonky and hard to predict. I've ran SW quite a bit, and unless players and NPCs are rolling opposed checks I tend to just eyeball rolls very loosely. This new system uses target numbers like d20, and while a GM could use every single number in the range of what the die rolls, there are only a few especially important target numbers spaced on multiples of 3. 12 is a very easy check. A character with minimum ability and no skill has an average roll of 13, so this is a DC that can be hit around 50% of the time by the most inept. 15 is an easy check. d20+2d4 has an average of 15.5, which represents a character with minimum training and minimum ability - yet they statistically will pass this check better than half the time. 18 is an average difficulty check. Accordingly, d6 represents average ability or skill, and d20+2d6 has an average roll 17.5 meaning such characters will succeed at these checks close to half the time (slightly less actually, but not enough to matter). 21 is hard, yet it is close to the average roll of excellent skill and ability (d20+2d10 = avg 21.5) 24 is very hard, but the very best can still hit this skill check around half the time ( d20+2d12 = avg 23.5). Note that 24 conveniently also lines up as the highest possible target number for someone with a minimal ability and no skill (d20+d4 = max 24), but thanks to bell curves their odds of hitting this DC are 1 in 800. 27 (formidable) and 30 (nigh impossible) are the last two target number that should ever be considered in normal play, and thanks to the magic of bell curves the odds with each point increase in this range increase very steeply. The highest possible DC, 44, has odds against it higher than being dealt a full house in poker. At this point, this is just a concept. I think it's a sound one, and it may prove fun to play with, but I'd like some insight into it. The features of the system I haven't mentioned yet [LIST] [*]Bell curves mean outlier results decrease as characters go up in level. They can be reasonably certain of accomplishing tasks at their own skill level, but not too much higher. So a character with who rolls 2d6 on a certain check can be confident he'll almost never miss a very easy task, and rarely miss an easy one. It's basically a coin flip with average checks, but a hard check should give him pause and very hard checks probably should be avoided. Meanwhile the same character several levels later can laugh at all but the very hard checks, and attempt formidable and epic checks in the same manner he did when less experienced. [*]If GM's want to they can stick to 3 core difficulties - easy (15), average (18) or hard (21) until they get a feel for the system, and only then add the more outlying checks. [*]The system has built in limits that are understandable - there are only 5 degrees of skill and ability, and further they have physical representations in the dice themselves. [/LIST] I have a couple of other ideas for this, but I want to stop for a moment and gather feedback. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Child of Savage Worlds and D20
Top