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Thread: New Dice Rolling Technique

  1. #1
    AslanC Guest

    Post New Dice Rolling Technique

    Okay I am trying out a new dice-rolling technique.

    It goes like this.

    Each player take 2d6 and rolls them, adding their skill+stat. Edges go +1 and +2 and specializations are +1 to +3 (though I may back them up as well. That means if a guy has the maximums in everything and it is his edge and spec...6+6+2+3, he has a 17 before he rolls the dice, so he can pretty much suceed at any task within reason.

    Now if the dice come up 1,1 or 6,6 there are effects

    1,1 (Snake Eyes) roll another d6...6 being just a fumble all the way down to 1 where it is a critical failure with bad designs.

    The other way 6,6 (Box cars), roll another d6 and 1 is a minor improvement on the sucess but a 6 is stellar.

    Difficulties are as follows;

    Routine: 8 - 10
    Moderate: 11 - 13
    Challenging: 14 - 16
    Difficult: 17 - 19
    Nearly Impossible: 20+

    I need to work out all the bugs, but what do you guys think?

    This was a response by the way to my players really disliking the roll 6 dice and count one thing.

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    Aslan Collas
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  2. #2
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    Arrow

    Interesting. I'll have to test it, see how it works.

  3. #3
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    Post

    And what about the attributes?

  4. #4
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    Post

    One thing I've thought of was to pull from shadowrun. Roll the usual # of dice, but if any of them are a 6, you re-roll and add that to the 6.

    A character with a 3 stat, and a 3 skill rolls, 2, 6, 6. She re-rolls both sixes and gets a 2 and a 5. That would make her high roll an 11, which added to her skill gives her a 14.

    It boils down to "All dice are the Drama Die", and it keep the current difficulty numbers.

    You could keep going with the sixes, although that could make things too easy. (I roll a 25 to find the cloaked warbird, where is it.)

    I'll have to try your method Aslan, thanks.

  5. #5
    AslanC Guest

    Post

    <font face="Verdana, Arial" size="2">Originally posted by Keny Suda:
    And what about the attributes?</font>
    Not sure what you mean. Attributes are added to skills...

    Example

    Fitness 4 + Athletics 1 (Climbing +1) gives me a 6 base before my dice are rolled. If I was climbing I would get a base of 7, and if I had an edge that applied I could get up to a base of 9 there



    ------------------
    Aslan Collas
    =-=-=-=-=-=-=
    Star Trek:Strange New Worlds;
    http://www.geocities.com/aslan_collas/
    =-=-=-=-=-=-=
    Ferengi Rule Of Acquisition #76: Every once in a while, declare peace. It confuses the hell out of your enemies.

  6. #6
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    Post

    TN's are high enough already, and your system seems to just add higher rolls.

    The 6 system from Shadowrun is quite good to use or the similar drama.sucess system from Inomine.

    But with a little twiking it could work satisfactory.

    Maybe ICON 2 or such could address this, cause some TN's are a little to low as well.


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    '...The Borg have stopped at deck 10...'
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    Not a vital system! What the heck do you think stops the ship going 'poof' every time it goes to warp?

    - ST:First Contact; Lt Hawk

  7. #7

    Post

    Actually I have been thinking about a Shadowrun variant to the rolls myself. Basically take the skills as a modifier to the TN, say a skill of 4 vs a TN of 7 would give you a 3 to roll against. Then roll the normal number of dice for your action, including edges if appropriate. Each dice that makes the TN or higher counts as a success. The 6's would open but you would stop as soon as it reached the TN.
    This means that the first success counts as a normal success. Depending on how you want to scale your game every two more successes or every other success could count as a more spectactular action or reduce the time it takes more do a more then you originally thought you could. (This is perfect for maintaining your reputation as a miracle worker)
    Additional successes could also work to scale damage as in Shadowrun. Each additional success (or two successes) could add another dice to your damage or reduce it if defending.
    I also use the additional success as the limiter on additional actions. If you don't get any additonal success then you can't do any additional actions.
    Ex: Instead of adding a +1 to your roll for each of two punches. You rolled your attack and not only made it but got two extra successes! This means that your stance was so good that you recovered from your punch quickly. You can use these two successes to count as a single success on a different target. OR you can stage up the damage with the successes instead.
    This would also work for unrelated actions. In the system they refer to exactly making the TN as a marginal success. In this version just one success would be a marginal success and additonal success would improve it.
    Five successes say in a driving roll would allow you to pull out into traffic, put on your seat belt, and eat a bite out of a sandwich as one fluid motion. (which BTW I have done before!)
    I like this system because it gives you alot more room then a yes/no version and I've noticed players really like the control it gives their characters at the same time it doesn't cause problems with game balence.
    Incase you ask, each additional success will only give you an additional action using the same skill without having to make an additional roll. The other actions would have to also have TN's less then or equal to the main action that they rolled against in the first place. If you do something else that would require a different skill then the successes just give you the opportunity to make the roll in the first place. Additonal successes can also improve other rolls for team efforts.

    Tell me what you guys think
    Garrowolf

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