DarrenHill
02-28-2011, 04:38 AM
ROLL UP SYSTEM
One of my players really couldn't get her head around the way the pendragon dice rolling system worked. Roll under this number, and 20 is bad, unless your skill is above 20 in which case, subtract 20 and add that to your roll and 20 is good, etc.
I noticed that you could replace the system with a much simpler one, and keep the probabilities identical as follows:
Roll d20 + rating + modifiers.
Total 40+, or Natural 20: Critical Success.
Total 21-39: Ordinary Success.
Total 1-20: Failure.
Natural 1: A fumble, unless the roll is good enough to be a success or better.
This system gives EXACTLY the same probabilities as the standard system, but I've foud it is much easier to explain it to new players, and is much easier to use in play when modifiers start getting applied.
There are two special cases:
Flail: In the standard rules, a roll of 1 = hit self. Since a roll of 1 is the lowest possible success, In these rules, a rolled total of 21 causes that.
Glory for skills: Sometimes you get glory based on your success. So, a roll of 5 would give 5 glory, a roll of 15 (if a success) would give 15, and a critical would give 20. In this system there are two methods:
Purist: Glory = total -20. Functionally identical.
Generous: Glory = half total, if success. This means that succeeding gives 10 glory, and a critical 20. Less variation (since I always through getting, say, 1-3 points is a bit paltry.)
One of my players really couldn't get her head around the way the pendragon dice rolling system worked. Roll under this number, and 20 is bad, unless your skill is above 20 in which case, subtract 20 and add that to your roll and 20 is good, etc.
I noticed that you could replace the system with a much simpler one, and keep the probabilities identical as follows:
Roll d20 + rating + modifiers.
Total 40+, or Natural 20: Critical Success.
Total 21-39: Ordinary Success.
Total 1-20: Failure.
Natural 1: A fumble, unless the roll is good enough to be a success or better.
This system gives EXACTLY the same probabilities as the standard system, but I've foud it is much easier to explain it to new players, and is much easier to use in play when modifiers start getting applied.
There are two special cases:
Flail: In the standard rules, a roll of 1 = hit self. Since a roll of 1 is the lowest possible success, In these rules, a rolled total of 21 causes that.
Glory for skills: Sometimes you get glory based on your success. So, a roll of 5 would give 5 glory, a roll of 15 (if a success) would give 15, and a critical would give 20. In this system there are two methods:
Purist: Glory = total -20. Functionally identical.
Generous: Glory = half total, if success. This means that succeeding gives 10 glory, and a critical 20. Less variation (since I always through getting, say, 1-3 points is a bit paltry.)