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08302017, 10:02 AM  #11 (permalink)  
Cobra Paintball Fanatic 
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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08302017, 05:23 PM  #12 (permalink)  
All Hail Harb!  Quote:
amazon sells the FFG dice for like $10 shipped.
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08302017, 06:26 PM  #13 (permalink)  
MCB Member  Quote:
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+
__________________ David Johnson aka Fubarius Nunquam emere quid potes facere  
09242017, 02:20 AM  #14 (permalink) 
Rec Poster Join Date: Jul 2015 
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 wfrp1wiki.com I believe is the homepage. Sent from my SMG955U using Tapatalk 
09262017, 06:14 PM  #16 (permalink) 
MCB Member Join Date: Dec 2008 Location: Houston, TX 
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 nonlinear 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.
