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Roll A D6

Started by Eisenmann, September 23, 2013, 04:56:15 PM

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Eisenmann

At my table, we've been tinkering with a little resolution system for Swords & Wizardry. I finally got around to posting a bit about up on my blog.

So, without further ado:

A big part of why I like Swords & Wizardry so much is that it's a great baseline for hacking, for making it my own. On the other hand, I find approaches like the Siege Engine in Castles & Crusades pretty nifty. So, we set out to put together a check system using the venerable D6 in sync with the spirit of S&W itself.

The mini-project has been dubbed "Roll A D6."

The default assumption is that the GM leans on RAD6 when it looks like a situation could go either way, 1D6 with a 4+ target. But how in the world does that scale? Here's how...

Assign a level to the challenge at hand. The guideline is, at what character level is a 50/50 chance appropriate? Subtract the active character's level from the challenge level and you get the challenge's target number modifier. Add this modifier, plus or negative, to 4.

Here's the formula:

Modifier = Challenge Level - Character Level

TN = 4 + Modifier

How about an example?

Dresan, a 1st level fighter with 17 (+1) strength is attempting to roll a huge rock out of the doorway of a crypt. Deemed by the GM to be a 3rd level challenge, a 6 (3 - 1 = +2 TN modifier) must be rolled in order to succeed. That target number of 6 is softened a bit by adding his +1 attribute bonus to the roll.

How has it been working for us?

So far, so good. RAD6 is pretty nifty at the table. The system also works for 0-level henchmen acting as a skilled work crew. So, of course, the handling of PCs working together is a breeze. Opposed checks are simple. And best of all, sometimes a D6 is just a D6. There's no need to tinker with surprise or even the opening of doors if you don't want to. Or maybe, deep in the citadel, the majestic golden door of the bandit king is a challenge while all those preceding were not.

http://platonicsolid.blogspot.com/2013/09/project-code-name-roll-d6.html

mcbobbo

D6 vs TN 4 is a core underpinning for Savage Worlds as well.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

Eisenmann

Quote from: mcbobbo;693348D6 vs TN 4 is a core underpinning for Savage Worlds as well.

It's a handy target.

TristramEvans

I like it. But , kinda like MSH, you'd probably need lots of charts so the GM knows, for example, what the appropriate level of everything from a fire to an animal's running speed to the distance between 2 rooftops. Or at least I'd recommend that rather than a simple chart of "Super Easy >Easy>  Moderate> Difficult>etc" that some games try to pass off as GM advice. Lol, that probably sounded bitter.

Will read doc when I get home tonight.

P.S. Catchy name and acronym . Would go great with an rpg in some way 80s themed or inspired.

Eisenmann

Quote from: TristramEvans;693460I like it. But , kinda like MSH, you'd probably need lots of charts so the GM knows, for example, what the appropriate level of everything from a fire to an animal's running speed to the distance between 2 rooftops. Or at least I'd recommend that rather than a simple chart of "Super Easy >Easy>  Moderate> Difficult>etc" that some games try to pass off as GM advice. Lol, that probably sounded bitter.


Categories of small charts is what I've been thinking - the kind of thing to help someone get their sea legs under them but, at the same time, not be an absolutely necessary dependency to run the game.

I've been cataloging the stuff that pops up during a game in order to get a feel for what kind of coverage we're actually seeing.


QuoteWill read doc when I get home tonight.

P.S. Catchy name and acronym . Would go great with an rpg in some way 80s themed or inspired.

Thanks! :D

Exploderwizard

The only thing that bugs me about the system is classifying all challenges as a level based thing.

An 8th level magic user with a 6 STR will auto succeed at pushing that rock while the 17 STR fighter only has about a 17% chance to do so. That just doesn't feel right to me.

I like incorporating level & training into learned skill checks. Tests of raw ability like STR, CON, DEX, etc. seem more suited to an ability check.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Eisenmann

Quote from: Exploderwizard;693887The only thing that bugs me about the system is classifying all challenges as a level based thing.

An 8th level magic user with a 6 STR will auto succeed at pushing that rock while the 17 STR fighter only has about a 17% chance to do so. That just doesn't feel right to me.

I like incorporating level & training into learned skill checks. Tests of raw ability like STR, CON, DEX, etc. seem more suited to an ability check.

I'm not keen on that either. To mitigate that phenomenon, I've put attribute minimums on challenges. More write-ups on the system are in the works.

talysman

I've settled on the rule of "5+ on 1d6 means things change" and add a bonus or penalty to the roll for things like high/low stat or a flat +1 (not scaled) if character level is higher than opposition or challenge level. I'd avoid something like a +1 per level, since it seems too fiddly; and most of the time, I would prefer not to set a level for each task. Where it seems relevant, I'd just use the dungeon level as the challenge level, for things like traps. I like being able to eyeball stuff.

Eisenmann

#8
Quote from: talysman;693964I've settled on the rule of "5+ on 1d6 means things change" and add a bonus or penalty to the roll for things like high/low stat or a flat +1 (not scaled) if character level is higher than opposition or challenge level. I'd avoid something like a +1 per level, since it seems too fiddly; and most of the time, I would prefer not to set a level for each task. Where it seems relevant, I'd just use the dungeon level as the challenge level, for things like traps. I like being able to eyeball stuff.

Too fiddly?

On eyeballing stuff, that's how the challenge levels get set.

http://platonicsolid.blogspot.com/2013/08/imagine.html