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What's your favorite dice system?
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<blockquote data-quote="Sir Brennen" data-source="post: 8608948" data-attributes="member: 553"><p>There was a horror game I playtested years ago. (Unfortunately, it and the company have since evaporated, as they were trying to create a new edition of a game that they didn't have the rights to). It did, however, have a pretty solid resolution mechanic.</p><p></p><p>It used a percentile system, with the following tweaks:</p><p></p><p>Target numbers were a combination of attribute + skill (e.g., Dexterity of 30 + Shooting 20 = 50%, with possible modifiers)</p><p></p><p>Damage was very simple - d10 for small melee weapons (e.g., a knife), 2d10 for medium melee (sword) or small firearms (pistols), 3d10 for large melee weapons (two-handed sword) or large firearms (rifles). (Or you could just say 5 damage for each die for faster combat.)</p><p></p><p>To resolve tasks, it was roll under, but a black-jack style system where you want to roll as high as possible without going over. Every increment of 25 added a level of success (or die of damage).</p><p></p><p>A roll of doubles (11, 22, 33 etc.) was a critical success or failure, depending on if you rolled over your target number or not. Usually this added another level of success or doubled your damage.</p><p></p><p>For example, if you have a 63% total (attribute + skill) in Shooting and using a handgun (2d10 damage), a roll of 1-24 is a Success, a roll over 25 added +1d10 to damage, a roll over 50 added another +1d10, but a roll over 63 was a missed attack. A roll of 55 would double the damage dice, including the added die for levels of success: 8d10. In a game where human stats range from 30 to 80 (IIRC, your Stamina attribute was used for "hit points"), it was fairly lethal.</p><p></p><p>For skill checks, for things like knowing occult lore about a monster or doing research, each success level would give more information.</p><p></p><p>In general, I like percentage dice rolls, but especially with nice, playable mechanics built into the rolls. The Critical mechanic for this game, for instance, is much easier than Call of Cthulhu's, where it's 20% of your current score, meaning it required math and could change round to round. That's one I didn't like about the CoC system.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 8608948, member: 553"] There was a horror game I playtested years ago. (Unfortunately, it and the company have since evaporated, as they were trying to create a new edition of a game that they didn't have the rights to). It did, however, have a pretty solid resolution mechanic. It used a percentile system, with the following tweaks: Target numbers were a combination of attribute + skill (e.g., Dexterity of 30 + Shooting 20 = 50%, with possible modifiers) Damage was very simple - d10 for small melee weapons (e.g., a knife), 2d10 for medium melee (sword) or small firearms (pistols), 3d10 for large melee weapons (two-handed sword) or large firearms (rifles). (Or you could just say 5 damage for each die for faster combat.) To resolve tasks, it was roll under, but a black-jack style system where you want to roll as high as possible without going over. Every increment of 25 added a level of success (or die of damage). A roll of doubles (11, 22, 33 etc.) was a critical success or failure, depending on if you rolled over your target number or not. Usually this added another level of success or doubled your damage. For example, if you have a 63% total (attribute + skill) in Shooting and using a handgun (2d10 damage), a roll of 1-24 is a Success, a roll over 25 added +1d10 to damage, a roll over 50 added another +1d10, but a roll over 63 was a missed attack. A roll of 55 would double the damage dice, including the added die for levels of success: 8d10. In a game where human stats range from 30 to 80 (IIRC, your Stamina attribute was used for "hit points"), it was fairly lethal. For skill checks, for things like knowing occult lore about a monster or doing research, each success level would give more information. In general, I like percentage dice rolls, but especially with nice, playable mechanics built into the rolls. The Critical mechanic for this game, for instance, is much easier than Call of Cthulhu's, where it's 20% of your current score, meaning it required math and could change round to round. That's one I didn't like about the CoC system. [/QUOTE]
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