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What's your favorite dice system?
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<blockquote data-quote="kenada" data-source="post: 8620863" data-attributes="member: 70468"><p>I was responding to someone who had asked what I thought of Ironsworn’s dice mechanics, which compares a d6+modifier versus two d10s to determine degrees of success. The resulting distribution is similar to PbtA-style 2d6, so my response was to inquire whether the d10s had any other function in the system. Otherwise, it seems more complicated than just rolling 2d6 versus a fixed range of results.</p><p></p><p></p><p>Yep. Constraints sometimes necessitate making trade-offs. In this case, I wanted to preserve the feel of D&D-style combat, which meant using d20-based attack rolls and saving throws when the rest of the system was going to be using 2d6 versus a fixed range (like PbtA, 6−/7–9/10+). I also wanted to be able to use OSR content without requiring a lot of conversion work, which this approach does*.</p><p></p><p>One might ask, why not use a unified d20 mechanic? Trying to emulate the non-uniform distribution of 2d6 would be messy. I also don’t like the way 3e unified things, so that approach isn’t an option either. In this case, it ends up being easier and less confusing to use two separate mechanics for what I am trying to do with my homebrew system. At least they both work the same basic way (roll high = good).</p><p></p><p>[HR][/HR]</p><p>* Almost all 2d6 rolls are made by the players, including skill checks and initiative, which obviates the need to devise modifiers for NPCs and monsters. There is some conversion work required, but I most can be done by looking up the replacement saving throw table and converting their morale to a modifier (by subtracting seven). The only exception currently is changing level drain effects, which I have a different approach for handling.</p></blockquote><p></p>
[QUOTE="kenada, post: 8620863, member: 70468"] I was responding to someone who had asked what I thought of Ironsworn’s dice mechanics, which compares a d6+modifier versus two d10s to determine degrees of success. The resulting distribution is similar to PbtA-style 2d6, so my response was to inquire whether the d10s had any other function in the system. Otherwise, it seems more complicated than just rolling 2d6 versus a fixed range of results. Yep. Constraints sometimes necessitate making trade-offs. In this case, I wanted to preserve the feel of D&D-style combat, which meant using d20-based attack rolls and saving throws when the rest of the system was going to be using 2d6 versus a fixed range (like PbtA, 6−/7–9/10+). I also wanted to be able to use OSR content without requiring a lot of conversion work, which this approach does*. One might ask, why not use a unified d20 mechanic? Trying to emulate the non-uniform distribution of 2d6 would be messy. I also don’t like the way 3e unified things, so that approach isn’t an option either. In this case, it ends up being easier and less confusing to use two separate mechanics for what I am trying to do with my homebrew system. At least they both work the same basic way (roll high = good). [HR][/HR] * Almost all 2d6 rolls are made by the players, including skill checks and initiative, which obviates the need to devise modifiers for NPCs and monsters. There is some conversion work required, but I most can be done by looking up the replacement saving throw table and converting their morale to a modifier (by subtracting seven). The only exception currently is changing level drain effects, which I have a different approach for handling. [/QUOTE]
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