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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MwaO" data-source="post: 6809246" data-attributes="member: 12749"><p>Honestly, I think the only thing the d20 really adds to the system is the illusion of variability and allowing the options of automatic failure/critical hits.</p><p></p><p>I like the idea of a d6 to hit and a +/- die where creatures(including PCs) are either very strong, strong, balanced, weak or very weak where at-level monsters tend to be balanced as a default and PCs tend to be strong on offense, balanced on defense. A particular monster, such as a Soldier might be strong on AC. A higher level monster would be strong on all defenses and a lower level one weak on all defenses.</p><p></p><p>If both sides are equal, you need to roll a 4 to hit. If offense strong, defense balanced, you need roll a 3. Offense strong, defense weak(lower than level creature), you need to roll a 2.</p><p></p><p>A 6 and the +/- die came up as a +, then it is a critical hit.</p><p></p><p>This tends to weight things nicely towards what actually happens in the D&D system - most PCs tend to hit monsters 65% of the time(i.e. 3, 4, 5, or 6) and monsters tend to hit PCs back 50% of the time(4, 5, or 6). A critical hit happens 8% of the time, which is fine. A tough monster is hittable 50% of the time, which is still doable and a weak monster is hit 84% of the time. A weak monster hits a PC 33% of the time and only 16% if attacking a strong defense. Combat advantage or similar bonuses to hit kick you up a notch and you can't go up/down more than 2.</p><p></p><p>Then you can kind of ignore level-based defenses. The only real question is if the monster is stronger or weaker than you and what it is good at...</p></blockquote><p></p>
[QUOTE="MwaO, post: 6809246, member: 12749"] Honestly, I think the only thing the d20 really adds to the system is the illusion of variability and allowing the options of automatic failure/critical hits. I like the idea of a d6 to hit and a +/- die where creatures(including PCs) are either very strong, strong, balanced, weak or very weak where at-level monsters tend to be balanced as a default and PCs tend to be strong on offense, balanced on defense. A particular monster, such as a Soldier might be strong on AC. A higher level monster would be strong on all defenses and a lower level one weak on all defenses. If both sides are equal, you need to roll a 4 to hit. If offense strong, defense balanced, you need roll a 3. Offense strong, defense weak(lower than level creature), you need to roll a 2. A 6 and the +/- die came up as a +, then it is a critical hit. This tends to weight things nicely towards what actually happens in the D&D system - most PCs tend to hit monsters 65% of the time(i.e. 3, 4, 5, or 6) and monsters tend to hit PCs back 50% of the time(4, 5, or 6). A critical hit happens 8% of the time, which is fine. A tough monster is hittable 50% of the time, which is still doable and a weak monster is hit 84% of the time. A weak monster hits a PC 33% of the time and only 16% if attacking a strong defense. Combat advantage or similar bonuses to hit kick you up a notch and you can't go up/down more than 2. Then you can kind of ignore level-based defenses. The only real question is if the monster is stronger or weaker than you and what it is good at... [/QUOTE]
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Throwing ideas, seeing what sticks (and what stinks)
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