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 Post subject: Dice Chain idea for Ability Checks
PostPosted: Mon Apr 23, 2012 6:30 pm 
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Joined: Mon Dec 15, 2003 8:18 pm
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So, I had a thought about a fun way to manipulate difficulties with roll under ability checks. How about a standard attempt at something you are familiar with (ride a horse, whatever) is a d20 rolled under a stat, but a more difficult task or an untrained wizard trying to ride a horse would roll a d24 or a d30? Easier tasks could roll a d16...
This makes less math, and uses weird dice, though it is a subsystem... also, how would thieves work? One their own system?
Just a thought...

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 Post subject: Re: Dice Chain idea for Ability Checks
PostPosted: Tue Apr 24, 2012 10:45 am 
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I've tried a few systems. The hardest thing is getting out of the "High" is always better thinking. (I'm also resistant to the "Luck Check" which is a roll under your luck score.)

Rules as written has d20 if you're "skilled" and d10 if you're not. I use variable DCs personally. Getting used to rolling different dice has been hard for me. I haven't remembered yet, not once, to have players roll a d16 when they use 2-handed weapons for initiative. And it's easier to ask someone to make a "Strength check" than it is to have someone "Roll a d16 and add your strength modifier". Basically I find it easier to change the goalpost than it is to change the ball.

I'm finding "Roll a d16" here, and "Add +2" there, a bit inconsistent. It also kind of changes the basic rules system (not that there is anything wrong with it.) Numbers really start to get wider as you go up in die too. The difference between a d20 and d24 then a d30? Crazy, but I can see it being fun. I have a problem with rolling a d30 being bad sometimes, and being awesome other times. But that's my concern about inconsistency.

As for your idea, having a place on the Character sheet for "die type" would help. Anywhere there was modifier can be replaced a die. For example, initiative could d24 for some, and d16 for others, instead of +2, or -2. Same with the Thief Skills. If you're going to use a die type based system, there would have to be a consistent "DC", ala Traveller. Or would it always be an ability score?

I'm curious with what you come up with, and what others think.

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 Post subject: Re: Dice Chain idea for Ability Checks
PostPosted: Tue Apr 24, 2012 11:16 pm 
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Joined: Mon Dec 15, 2003 8:18 pm
Posts: 135
I totally agree that it's inconsistent, and back in 2000, getting rid of roll under mechanics was one of the things I liked about type III, but now a think the real issue was that there was no advancement or differentiation when you always roll d20 against a stat. I think a rule for stat increases (which I have in my campaign) and the use of the Dice Chain might make this more viable. I haven't tried it yet, but I'm into the idea of reducing even simple addition math. It also makes the actual stats relevant. I had a type IV player write her DCC stats entirely in terms of mods the other day. Freaked me out. I'm into it.
My only real issue is Thieves. Perhaps thief mods change the "effective stat"? So if you have +3 Hide in Shadows, and you have an Agility of 14, you roll 17 or lower on a d20?

Now that I think about it, I think the other issue was that ability checks were too easy for anyone with decent stats. 17 or lower on a d20 is like, over 70% chance of success, right?

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 Post subject: Re: Dice Chain idea for Ability Checks
PostPosted: Sat May 05, 2012 2:36 pm 
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reverenddak wrote:
I've tried a few systems. The hardest thing is getting out of the "High" is always better thinking.
This always messed up my more casual players who don't memorize rulebooks. I had several who could never remember when to roll high or when to roll low, and it was always a bummer when they would celebrate a roll only to find out it was a bad one.

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