Morien
03-12-2015, 04:19 PM
Rather than clutter the 6th ed thread, I decided to start a new one.
I've not read the whole thread, so apologies for reptition in advance
has any one considered a bell curved dice system instead of the single d20? what about 2d10 (criticals only on a double perhaps)?
I have always had a (slight!) problem with the single d20 roll for a game that seems so grounded most of the time.
obviously this would require a major re-write; like +5 for successful passions as just the most obvious example.
I think similar suggestions have been made in the past. I don't remember what the verdict was on them, but I have at times contemplated on the beauty of the bellcurve, too.
Lets first consider what this would entail.
1) Skill rolls will cluster around 10-11.
a) Criticals definitely need to be shifted off the 'exact match', or someone with Skill 10 will crit way more often than someone with skill 19.
-> Solution: make 10+10 the critical and 1+1 the fumble. If skill is above 20, add it as usual, and anything 20 or above becomes a critical. Note, this solution will make 21+ skill even better than before, increasing the criticals a lot (in comparison).
b) Will ties become more common, too? The off 10-11 probabilities drop, so that should balance things out. True, guys with skills of 11 will probably hit their swords etc together more often than guys with skill 9, but that was true before, too. I don't think it will be a huge effect, even though there is a bump near Skill 10-12 (not balanced by the misses 13-20), but for skill 20, things should be more or less the same. Not too worried about this, at least for now.
c) Fumbling chance drops by a lot, so Flails become safer and hence better. Also, non-swords will break more rarely, so that might favor them more.
-> Solution: Nerf flails a bit by giving them axe+mace bonuses, +1d6 vs. shield and +1d6 vs. chain, instead of ignoring shield totally. The lower fumble-breakage chance is at least partially counteracted by more ties around skill level 12, although that is not a very strong argument. Letting criticals tie, as much as I personally dislike that, will keep Swords the Kings of Battlefield at high skills.
2) Skill success probability
a) The low skills are even more useless than they are now. Skill of 1 is useless, and a skill of 2 is still useless, since 1+1 is now a fumble. Skill of 5 used to be 25% success rate, now it is 9% (10%-1% fumble chance).
-> Solution: Raise the starting skill level (to 5, equivalent of old 2, or 6, equivalent of old 3). Probably the simplest thing to do.
3) Trait & Passion rolls
- Same thing for traits as for skills... small deviation away from 10-11 will be huge.
-> Solution The religion modifier should probably be dropped to +1 (old +2) or +2 (old +4, more or less). I'd go with +1, personally, as I dislike the character coming pre-programmed to that extent by religion. I'd probably also drop the famous limit to 15, although it is no biggie if the experience rules are kept the same (see below).
4) Stat rolls
- Same as above, the stat rolls become more sensitive to 11+ stats. On the other hand, this make low DEX murderous! At least, a disincentive to the DEX minmax! :P
5) Experience rules
- I'd be tempted to keep the 1d20 for experience rolls. It is already glacial to get the skill up to 20 with experience rolls alone. I don't want to make it any harder.
6) Situational modifiers
- +5 is too big now, so make it +3, and +10 -> +6. Same for minuses.
I am sure that there may be other considerations, too, but I think the above ones would address most of them? Do let me know if you can come up with more ideas.
EDIT:
7) Staying on horseback & DEX rolls
a) This becomes very difficult to fail with reasonably low skills...
-> Solution: We probably should add a penalty based on the magnitude of the hit. I might go with simple -1 per 10 full points of damage. So 10 points is -1, 20 is -2, 30 is -3. 40 is probably going to knock anyone off the saddle automatically (SIZ 20). Quick math: 13->12 on a normal hit, so the probability of successful roll is 64%, about right for old 13. 14 -> 13, so 72%, almost the old 15. But we knew that would happen. It should be OK.
8) Yearly training
- Since higher skill is more efficient, should we limit the Yearly Training?
-> Solution: Capping the 'cheap' skills off at 13 instead of 15 works just about right. Requiring +1 / yearly training to increase to 20. It gives experience more more mileage, too, which I don't think is a bad thing.
Granted, most of the above is just 'rejiggering' the probabilities. I am not sure it would actually change the system all that much, save for making fumbles and crits rarer. Is that a good thing? I think I have been reading a discussion about that, that RPGs are generally 'interesting result'. It is more fun when crits and fumbles are relatively common, since they are BIG, interesting results, rather than simply hammering away at someone's armor uselessly.
I've not read the whole thread, so apologies for reptition in advance
has any one considered a bell curved dice system instead of the single d20? what about 2d10 (criticals only on a double perhaps)?
I have always had a (slight!) problem with the single d20 roll for a game that seems so grounded most of the time.
obviously this would require a major re-write; like +5 for successful passions as just the most obvious example.
I think similar suggestions have been made in the past. I don't remember what the verdict was on them, but I have at times contemplated on the beauty of the bellcurve, too.
Lets first consider what this would entail.
1) Skill rolls will cluster around 10-11.
a) Criticals definitely need to be shifted off the 'exact match', or someone with Skill 10 will crit way more often than someone with skill 19.
-> Solution: make 10+10 the critical and 1+1 the fumble. If skill is above 20, add it as usual, and anything 20 or above becomes a critical. Note, this solution will make 21+ skill even better than before, increasing the criticals a lot (in comparison).
b) Will ties become more common, too? The off 10-11 probabilities drop, so that should balance things out. True, guys with skills of 11 will probably hit their swords etc together more often than guys with skill 9, but that was true before, too. I don't think it will be a huge effect, even though there is a bump near Skill 10-12 (not balanced by the misses 13-20), but for skill 20, things should be more or less the same. Not too worried about this, at least for now.
c) Fumbling chance drops by a lot, so Flails become safer and hence better. Also, non-swords will break more rarely, so that might favor them more.
-> Solution: Nerf flails a bit by giving them axe+mace bonuses, +1d6 vs. shield and +1d6 vs. chain, instead of ignoring shield totally. The lower fumble-breakage chance is at least partially counteracted by more ties around skill level 12, although that is not a very strong argument. Letting criticals tie, as much as I personally dislike that, will keep Swords the Kings of Battlefield at high skills.
2) Skill success probability
a) The low skills are even more useless than they are now. Skill of 1 is useless, and a skill of 2 is still useless, since 1+1 is now a fumble. Skill of 5 used to be 25% success rate, now it is 9% (10%-1% fumble chance).
-> Solution: Raise the starting skill level (to 5, equivalent of old 2, or 6, equivalent of old 3). Probably the simplest thing to do.
3) Trait & Passion rolls
- Same thing for traits as for skills... small deviation away from 10-11 will be huge.
-> Solution The religion modifier should probably be dropped to +1 (old +2) or +2 (old +4, more or less). I'd go with +1, personally, as I dislike the character coming pre-programmed to that extent by religion. I'd probably also drop the famous limit to 15, although it is no biggie if the experience rules are kept the same (see below).
4) Stat rolls
- Same as above, the stat rolls become more sensitive to 11+ stats. On the other hand, this make low DEX murderous! At least, a disincentive to the DEX minmax! :P
5) Experience rules
- I'd be tempted to keep the 1d20 for experience rolls. It is already glacial to get the skill up to 20 with experience rolls alone. I don't want to make it any harder.
6) Situational modifiers
- +5 is too big now, so make it +3, and +10 -> +6. Same for minuses.
I am sure that there may be other considerations, too, but I think the above ones would address most of them? Do let me know if you can come up with more ideas.
EDIT:
7) Staying on horseback & DEX rolls
a) This becomes very difficult to fail with reasonably low skills...
-> Solution: We probably should add a penalty based on the magnitude of the hit. I might go with simple -1 per 10 full points of damage. So 10 points is -1, 20 is -2, 30 is -3. 40 is probably going to knock anyone off the saddle automatically (SIZ 20). Quick math: 13->12 on a normal hit, so the probability of successful roll is 64%, about right for old 13. 14 -> 13, so 72%, almost the old 15. But we knew that would happen. It should be OK.
8) Yearly training
- Since higher skill is more efficient, should we limit the Yearly Training?
-> Solution: Capping the 'cheap' skills off at 13 instead of 15 works just about right. Requiring +1 / yearly training to increase to 20. It gives experience more more mileage, too, which I don't think is a bad thing.
Granted, most of the above is just 'rejiggering' the probabilities. I am not sure it would actually change the system all that much, save for making fumbles and crits rarer. Is that a good thing? I think I have been reading a discussion about that, that RPGs are generally 'interesting result'. It is more fun when crits and fumbles are relatively common, since they are BIG, interesting results, rather than simply hammering away at someone's armor uselessly.