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two things about D&D that could be more interesting
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<blockquote data-quote="Warbringer" data-source="post: 6865772" data-attributes="member: 14391"><p>So I agree and did a huge hack (pm if you want more details), but here's the heart.</p><p></p><p>1. Active roll. Players roll all dice including defense checks </p><p>2. Rather than rolling a d20 whencer, the player now has a pool of d20s (one for attack, one for movement, one for defense, and one for class).</p><p>3. The player decides how many dice they want to roll at any time up to 3 (2 on any roll plus add their class dice when they can)</p><p>4. Any action for which no dice are available are at disadvantage (movement treated like difficult terrain)</p><p></p><p>Ok now, roll all dice and add your bonus to the highest- that's your to hit. If the hero hits (or defends on an AC check) then if the hero gets a 15 on one or the other dice they get another success, I a 20, two more. In addition for each 5 points they exceed the check on their to hit dice then that's another success.</p><p></p><p>(Ok plays faster than it writes)</p><p></p><p>Extra successes </p><p>In combat - basically treat it like superority dice of type equal to your weapon; for defense you can reduce damage by the die type the monster uses.</p><p>For magic - treat it like metamagic of the sorcerer</p><p>For skills - make it quicker (bonus or free action); extremely good outcome (advantage for the player on any next action); allow extra successes to make another players roll a success (on sale check); allows special treatment as if the player had a feat that benefits the skill (stealth comes to mind)</p><p>Remove a complication </p><p></p><p>On any 1 the hero gets a complication that can put the hero at a disadvantage if cause a success (not only a single success) to fail. The DM can trigger this anytime he/she wants </p><p></p><p>That the base of it</p></blockquote><p></p>
[QUOTE="Warbringer, post: 6865772, member: 14391"] So I agree and did a huge hack (pm if you want more details), but here's the heart. 1. Active roll. Players roll all dice including defense checks 2. Rather than rolling a d20 whencer, the player now has a pool of d20s (one for attack, one for movement, one for defense, and one for class). 3. The player decides how many dice they want to roll at any time up to 3 (2 on any roll plus add their class dice when they can) 4. Any action for which no dice are available are at disadvantage (movement treated like difficult terrain) Ok now, roll all dice and add your bonus to the highest- that's your to hit. If the hero hits (or defends on an AC check) then if the hero gets a 15 on one or the other dice they get another success, I a 20, two more. In addition for each 5 points they exceed the check on their to hit dice then that's another success. (Ok plays faster than it writes) Extra successes In combat - basically treat it like superority dice of type equal to your weapon; for defense you can reduce damage by the die type the monster uses. For magic - treat it like metamagic of the sorcerer For skills - make it quicker (bonus or free action); extremely good outcome (advantage for the player on any next action); allow extra successes to make another players roll a success (on sale check); allows special treatment as if the player had a feat that benefits the skill (stealth comes to mind) Remove a complication On any 1 the hero gets a complication that can put the hero at a disadvantage if cause a success (not only a single success) to fail. The DM can trigger this anytime he/she wants That the base of it [/QUOTE]
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