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Using 3d6 for skill checks
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<blockquote data-quote="Professor Periapt" data-source="post: 7177429" data-attributes="member: 6894552"><p>This mechanic for skill checks based on character attributes appears in Dragon #1. I haven’t tried it out.</p><p></p><p>Roll d00 and add character attribute to the result.</p><p></p><p>Compare it to a percentile table divided into five equal ranges representing five different dice from fewest sides (01-20 = d4) to most sides (81-00 = d12).</p><p></p><p>Roll the die indicated and multiply it by the attribute in question. The result is the percent chance of success.</p><p></p><p>Attempting things properly in the domain of a different class (thievery, using magic items) does not get a multiplier. The chance of success is the character's raw ability score. DM's discretion to halve or quarter the chance of success and introducing chance of catastrophic, backfirish failure.</p></blockquote><p></p>
[QUOTE="Professor Periapt, post: 7177429, member: 6894552"] This mechanic for skill checks based on character attributes appears in Dragon #1. I haven’t tried it out. Roll d00 and add character attribute to the result. Compare it to a percentile table divided into five equal ranges representing five different dice from fewest sides (01-20 = d4) to most sides (81-00 = d12). Roll the die indicated and multiply it by the attribute in question. The result is the percent chance of success. Attempting things properly in the domain of a different class (thievery, using magic items) does not get a multiplier. The chance of success is the character's raw ability score. DM's discretion to halve or quarter the chance of success and introducing chance of catastrophic, backfirish failure. [/QUOTE]
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