SinOfSlack
Pubber
- Joined
- Dec 7, 2021
- Messages
- 11
- Reaction score
- 9
I am working on a game system where the players create a character by assigning 5 of the classic polyhedrons D4 through D12 (D20s are reserved for specific other mechanics in the game) to 5 Traits (like Strength) and 5 classic Skill categories. This combination of Skills + Traits defines the overall competency of the character.
If a Trait check (such as a Strength check for an arm wrestling match) is required the player just rolls the assigned die and adds any misc bonuses then compares to a target difficulty number. For Skill checks however (including attack rolls), I want a Skill and a Trait to to determine the outcome. I have three options that I am thinking about.
Option 1: The player will roll both assigned dice and add the results together, then compare against a target difficulty or defense number. For example, a thief wants to use their Adventure Skill - Skullduggery to Pick a Lock. They have the D8 assigned to Adventure Skills. The GM decides lock picking is an Agility based check, which has the D12 assigned. The thief rolls D12+D8 and compares against the difficulty of the lock.
If a Trait check (such as a Strength check for an arm wrestling match) is required the player just rolls the assigned die and adds any misc bonuses then compares to a target difficulty number. For Skill checks however (including attack rolls), I want a Skill and a Trait to to determine the outcome. I have three options that I am thinking about.
Option 1: The player will roll both assigned dice and add the results together, then compare against a target difficulty or defense number. For example, a thief wants to use their Adventure Skill - Skullduggery to Pick a Lock. They have the D8 assigned to Adventure Skills. The GM decides lock picking is an Agility based check, which has the D12 assigned. The thief rolls D12+D8 and compares against the difficulty of the lock.
- This creates slightly more granularity and generates a results "curve", but means that misc modifiers (like a +1 bonus due to a magic item) less impactful.
- This keeps things a little more simple and inline within the same difficulty ranges for Trait checks. However it reduces granularity and results will tend to land +1 "above the mean" compared to a single die roll (that is not necessarily a problem though).
- This might be considered more cognitively stressful to remember to compare dice and apply a modifier. While similar to Option 2, this results in a higher max value as well as higher average result.