Ruin Explorer
Legend
I mean, but do results like that have any extra value? Maybe it's just the example but it sounds it's producing a somewhat nonsensical result. Like, not completely, but also not possessed of special value compared to say a d6 dice-pool system which counted 1s as indicating something bad.Perhaps you manage to fix the reactor in record time but you'll have to do it from inside.
That's what I'm looking to see - something actually special. I presume there are funky dice systems which achieve that, I just don't know of them.
EDIT - Also this again may be the example but, like this seems like something that wouldn't be really appropriate to roll for skill checks? Like, your skill doesn't influence what method the reactor requires to fix it. Like, Jimmy Carter had to inside a nuclear reactor to fix it, but it wasn't because of skill or lack thereof, it was the literally the only method by which the reactor could be fixed. Maybe I am misunderstanding?
Or scale the die used up/down based on penalties and bonuses, which Daggerheart actually does do with some powers and abilities. Like ones that make you roll a d20 for the Hope die instead of the d12, or reduce the GM's die to a d12, and so on. I think there may even be one that lets you roll a d20 for the Fear die, so your chance of success goes up a lot but your chance of rolling with Fear does as well.Daggerheart doesn't do it, but you could create a similar system where skill and circumstance modifiers are applied directly to the Hope die. If your bonuses exceed your penalties, Hope is more likely to beat Fear, and vice versa.
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