jseah

2014-05-17, 12:13 PM

EDIT2 for clarification: This isn't meant to be used to substitute the d20 system. Some extra modifications to skill points and ability score calculations are required to balance it. (eg. calculating bonuses from 0 instead of 10, reducing skill points and increasing difficulty numbers)

I didn't like the way d20 is so swingy, and the way that stuff falls off the RNG so quickly (and end up auto-success or auto-fail).

So I came up with this system, and asked about it some time ago. Now I have a major improvement towards making it feasible. Would appreciate comments / pointing out of possible shortfalls.

The system at its core is the simple rule: Chance of success = Skillpoints / Task Difficulty

A modification to add an auto-fail threshold subtracted 1/10th of the task difficulty from the effective skillpoints.

Advantages

Unlike d20, this one allows simple tasks to achieve auto-success quickly, while also stretching out the RNG for more difficult tasks.

No one will fail to open the door if he has the key. Unless they're drunk or 5 years old.

But it might take a burglar a few tries to pick the lock (skill 5 vs DC15). And it takes far more investment of skill to auto-succeed at this harder task.

And a large safe might be impregnable to standard burglars, requiring an extremely long time, special tools or a very good thief (DC80), and not even master thieves would be able to breach it on the first try.

This poses some of the obvious problems to playability. It's hard to calculate.

So the new modification is as follows, that makes it really easy:

(Forum games version)

Roll 1 dice of Task Difficulty number of sides (eg. DC37 means roll 1d37)

Add task difficulty / 10, round down (eg. DC37 means add 3, so you'd do 1d37 + 3)

If you roll equal or under your skill number, you succeed.

(Tabletop version)

As above but Task Difficulties are restricted to common dice numbers (2, 4, 6, 8, 10, 12, 20, 100) and their multiples.

So to do a DC30 task, you would roll 1d10 and multiply by 3 then add 3.

EDIT:

Many thanks to Rhynn who pointed out a math error. (Add to the roll, not subtract)

Comments?

I didn't like the way d20 is so swingy, and the way that stuff falls off the RNG so quickly (and end up auto-success or auto-fail).

So I came up with this system, and asked about it some time ago. Now I have a major improvement towards making it feasible. Would appreciate comments / pointing out of possible shortfalls.

The system at its core is the simple rule: Chance of success = Skillpoints / Task Difficulty

A modification to add an auto-fail threshold subtracted 1/10th of the task difficulty from the effective skillpoints.

Advantages

Unlike d20, this one allows simple tasks to achieve auto-success quickly, while also stretching out the RNG for more difficult tasks.

No one will fail to open the door if he has the key. Unless they're drunk or 5 years old.

But it might take a burglar a few tries to pick the lock (skill 5 vs DC15). And it takes far more investment of skill to auto-succeed at this harder task.

And a large safe might be impregnable to standard burglars, requiring an extremely long time, special tools or a very good thief (DC80), and not even master thieves would be able to breach it on the first try.

This poses some of the obvious problems to playability. It's hard to calculate.

So the new modification is as follows, that makes it really easy:

(Forum games version)

Roll 1 dice of Task Difficulty number of sides (eg. DC37 means roll 1d37)

Add task difficulty / 10, round down (eg. DC37 means add 3, so you'd do 1d37 + 3)

If you roll equal or under your skill number, you succeed.

(Tabletop version)

As above but Task Difficulties are restricted to common dice numbers (2, 4, 6, 8, 10, 12, 20, 100) and their multiples.

So to do a DC30 task, you would roll 1d10 and multiply by 3 then add 3.

EDIT:

Many thanks to Rhynn who pointed out a math error. (Add to the roll, not subtract)

Comments?