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*Dungeons & Dragons
What Would You Base A non-OGL 5e-alike Game On? (+)
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<blockquote data-quote="doctorbadwolf" data-source="post: 8885245" data-attributes="member: 6704184"><p>Yeah this is why I prefer multi-die resolution mechanics, and/or success ladders. </p><p></p><p>3d6 roll under is a lot of fun, as are dice pools built by your character stats, especially if you are rolling under fyour ability score plus skill bonus, and rolling under your ability score gets a better result than rolling between that and the total number. ie, you have a 5 dex and a 2 in fencing, and you try to disarm someone, rolling under 5 is even better than rolling under 7, even though both succeed. </p><p></p><p>In my own game, it's d12+d6 rank dice, with a static DC success ladder. Roll under 9 and it's a total failure, between that and 14 is mitigated failure (you fail but can get something out of the attempt like setting up an ally), between that and 20 is partial success (you get what you want but there is a cost or complication), and 20+ is total success. It works really well, with most results early on being one of the two mixed results. Since you can use attribute points to push a result up one step, this means that AP get spent on that a lot more early on, and as you get more competent you naturally use AP mroe and more to power special abilities. </p><p></p><p>I don't think I can bend that into a dnd feeling shape, though.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8885245, member: 6704184"] Yeah this is why I prefer multi-die resolution mechanics, and/or success ladders. 3d6 roll under is a lot of fun, as are dice pools built by your character stats, especially if you are rolling under fyour ability score plus skill bonus, and rolling under your ability score gets a better result than rolling between that and the total number. ie, you have a 5 dex and a 2 in fencing, and you try to disarm someone, rolling under 5 is even better than rolling under 7, even though both succeed. In my own game, it's d12+d6 rank dice, with a static DC success ladder. Roll under 9 and it's a total failure, between that and 14 is mitigated failure (you fail but can get something out of the attempt like setting up an ally), between that and 20 is partial success (you get what you want but there is a cost or complication), and 20+ is total success. It works really well, with most results early on being one of the two mixed results. Since you can use attribute points to push a result up one step, this means that AP get spent on that a lot more early on, and as you get more competent you naturally use AP mroe and more to power special abilities. I don't think I can bend that into a dnd feeling shape, though. [/QUOTE]
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What Would You Base A non-OGL 5e-alike Game On? (+)
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