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Old 08-30-2017, 10:02 AM   #11 (permalink)
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I like the idea of breaking all probability checks in a simple gaming system down to 4 difficulty levels and then use rolls of 5d20 to sort out the results.
For instance:
Very Easy = roll needed for success 20+
Easy = roll needed for success 40+
Hard = roll needed for success 60+
Very Hard = roll needed for success 80+

Then use 20s and 1s to describe criticality in the story.
Every 20 could translate into GM or Player inserting an element of success while every 1 could translate into the GM adding an element of failure.
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Old 08-30-2017, 05:23 PM   #12 (permalink)
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Originally Posted by Fubarius View Post
Well, that system uses it own special dice. I don't currently own any of those, and I don't believe they are currently available at my local game shop.

But even my nephew, who hasn't role played yet, has a few d20s and d10s from playing MTG.
anything other than a 6 sided dice is a specialty dice =p

amazon sells the FFG dice for like $10 shipped.
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Old 08-30-2017, 06:26 PM   #13 (permalink)
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Originally Posted by ScrapIron View Post
I like the idea of breaking all probability checks in a simple gaming system down to 4 difficulty levels and then use rolls of 5d20 to sort out the results.
For instance:
Very Easy = roll needed for success 20+
Easy = roll needed for success 40+
Hard = roll needed for success 60+
Very Hard = roll needed for success 80+

Then use 20s and 1s to describe criticality in the story.
Every 20 could translate into GM or Player inserting an element of success while every 1 could translate into the GM adding an element of failure.
That's a system that could work, but remember that 5d20 is very, very different from 1d100. The probability curve is quite different, since any time you're adding together multiple dice your total tends towards the middle value (more ways to add up number together there).

anydice.com is great for calculating dice probability.

Your target numbers work fine with a d100 (using 2 ten siders, with one for each decimal, is mathematically the same as rolling 1 one hundred sided dice)...


(giant image, probably hard to see the numbers after resize)
To roll at least 20 you have an 80% chance, to roll at least 40 you have a 60% chance, and so on.

But things get weird when we use 5d20...

You have a 99.64% chance of rolling 20+.
83.82% chance of rolling 40+
29.88% chance of rolling 60+
and a mere 1.66% chance of rolling 80+
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Old 09-24-2017, 02:20 AM   #14 (permalink)
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Been playing warhammer fantasy role play for years, and it's setup for d100, you declare what you want to do, gm says what skill you're rolling against, the gm assigns conditional modifiers as they see fit, you roll your dice and if you get below your skill you succeed. It's a simple, but pretty detailed system, we've adapted it for modern day zombie survival type games pretty easily, but the medieval setting of the core rules still holds up, despite being written in 1981. Someone took the time to load all the rule material to Wikipedia even wfrp1-wiki.com I believe is the homepage.

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Old 09-24-2017, 02:36 AM   #15 (permalink)
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Wrong url. Wfrp1e.wikia.com

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Old 09-26-2017, 06:14 PM   #16 (permalink)
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I still have a game on the shelf, Dragon(something) that was completely 1d100 (2d10 as you noted). Theoretically, you can do everything with that by using result charts for non-linear loading (critical hits and fails, common damage). So you end up replacing all of the odd die distributions with charts. The charts are obviously more flexible. On the other hand, looking up every roll on a chart was tedious and 1d100 w/lookup lacks the prelude of a big hand full of dice and the let down of a hand full of ones. When someone pulls out 12d6, you know there's trouble; 2d4, meh.
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