NichG

2013-04-02, 05:55 PM

I'm working on a new game system for my next campaign that will have a pretty steep power curve. I've found that when this happens in something like D&D, the issue is that the relative randomness decreases as you get better at things (d20 + static modifier). White Wolf's pool of d10s system solves this in part since the standard deviation grows as sqrt(dice pool), but has the problem that as you get better at things you're rolling more and more dice.

My thought was the following system:

You have Traits and Skills. Skills start at 10 for common skills, 5 for uncommon skills, and 0 for trained only; skills can be increased with xp or whatever. Traits tend to be from 2 to 5 and don't increase.

When you roll a check you roll a number of d10s equal to your Trait. A result of 6+ on each d10 counts as a success. If you have zero successes, you are still considered to have 1 success unless there's a 1 somewhere in your roll, in which case you 'naturally' botch (e.g. your result will be 0 whatever your skill might be). You then multiply the number of successes you obtain by your skill rating, and then add any static circumstance modifiers to the roll (e.g. due to items or whatever).

I think this has the mathematical properties I want (standard deviation remains proportional to the mean regardless of how good you get at a skill), but it still feels a bit clunky. Any thoughts, suggestions, or ideas how to improve the system while keeping it simple and retaining this scaling?

My thought was the following system:

You have Traits and Skills. Skills start at 10 for common skills, 5 for uncommon skills, and 0 for trained only; skills can be increased with xp or whatever. Traits tend to be from 2 to 5 and don't increase.

When you roll a check you roll a number of d10s equal to your Trait. A result of 6+ on each d10 counts as a success. If you have zero successes, you are still considered to have 1 success unless there's a 1 somewhere in your roll, in which case you 'naturally' botch (e.g. your result will be 0 whatever your skill might be). You then multiply the number of successes you obtain by your skill rating, and then add any static circumstance modifiers to the roll (e.g. due to items or whatever).

I think this has the mathematical properties I want (standard deviation remains proportional to the mean regardless of how good you get at a skill), but it still feels a bit clunky. Any thoughts, suggestions, or ideas how to improve the system while keeping it simple and retaining this scaling?