Goodman Games

Fan Forums
It is currently Wed Jul 30, 2014 3:18 pm

All times are UTC - 6 hours




Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: Stupid Dice Tricks: Ability Checks
PostPosted: Thu Oct 11, 2012 11:36 am 
Offline
Hard-Bitten Adventurer
User avatar

Joined: Sat Apr 02, 2011 9:06 pm
Posts: 136
ABILITY CHECKS

The two most common ways I think are "roll a d20 (or possibly some d6's) equal or under your ability score" or "roll d20+ability modifier, meet or beat a target number". The latter I believe is the default for DCC, except for Luck checks which use the former.

I don't really like checking against a DC. Not much logic to it, I just don't like it. Conversely, it does cause a bit of confusion when most everything in the game is roll high except ability checks. (I run for a lot of new players)

What about this instead for basic ability checks?

Assume a red (or whatever) d6 acts as the "target die". You roll it along with a different die based on your ability score and try to meet or beat the number showing on the target die.

Code:
Score  Die
  3     d2
 4-5    d3
 6-8    d4
 9-12   d6
13-15   d8
16-17   d10
 18     d12


There is no real reason to do this. It's just for the sake of variety. You would use it for anything you would normally use a generic ability check for. If you wanted to get fancy, you could also change the target die for tasks of varying difficulty. On the one hand it seems kinda wonky, but I can easily memorize it (d6 for no modifier, and steps up or down from there), and I doubt telling players which die to roll is any more difficult than explaining roll-under for the millionth time.

Thoughts? I think I'll try it out next time and see what the players say...

_________________
Check out my DCC Resources Page for cool stuff!


Top
 Profile  
 
 Post subject: Re: Stupid Dice Tricks: Ability Checks
PostPosted: Thu Oct 11, 2012 5:19 pm 
Offline
Wild-Eyed Zealot
User avatar

Joined: Tue Aug 21, 2012 8:05 pm
Posts: 61
Location: Northern WV
Hmmm... Not a bad system. It's also nice for when you are rolling opposed checks, like trying to hold a door shut when another creature is trying to force it open.


Top
 Profile  
 
 Post subject: Re: Stupid Dice Tricks: Ability Checks
PostPosted: Thu Oct 11, 2012 11:21 pm 
Offline
Mighty-Thewed Reaver

Joined: Fri Jan 14, 2011 11:53 am
Posts: 379
I agree about the DC system and have decided to use a simple d6 check system (basically I just decided to expand on the Open Doors check from earlier versions of D&D). I recently read that the same system was used in the Astonishing Swordsmen and Sorcerers of Hyperborea so I purchased the pdf just to compare and tweak mine. I am still playing with the numbers but it will look something like this:

3-7 (1 in d6)
8-13 (1-2 in d6)
14-16 (1-3 in d6)
17 (1-4 in d6)
18 (1-5 in d6)

Note that I am running a very house-ruled system where even the ability modifiers do not map out as in the book (ie. 8-13 = +0 mod). Regardless it could be easily altered as needed. I like it mainly because it's fast, abstract and uses the same die I use for surprise and other dungeon checks. New players should have no problem with it as it's a simple note on their character sheet beside each ability score.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group