MOAR Dice Rolling
This page was imported from a forum post dated March 30, 2016 in the category Chatterbox by Dylan Locke. Its content is likely to be out of date!
Wed, 03/30/2016 - 14:33
DICE ROLLING
I have so many of these posts over the years...
Anyway, I found (another) dice rolling method people might be interested in. It's actually fairly simple and strait forward.
Here's how it works
You roll 1-5 six sided dice. Each added dice represents the effort your character is putting into the action, be it combat, picking a lock, or convincing an angry mob that he did not steal their sacred cookies.
As long as you don't roll a single 1, your action is successful.
HOWEVER. If you roll a 1 your action fails, or backfires with as much potency as you rolled for.
1 - 2die =minor success / minor failure
3 die=moderate success / moderate failure
4 die=outstanding success / horrible failure, KO, broken bones, etc etc
5 die =instant ko / death.
It's like a gamble. The more dice you roll the greater your potential for reward, but also the risk of failure.
Dice rolling is collective so several minor successes can over come a challenging enemy or problem or you can go all in with a single dice roll.
OPTIONAL HIT POINTS
You can also give players hit points if you so desire. If you are running a combat scene I recommend that players start out with 10 hp in each scene, losing the amount of HP they failed to roll. Example, if you rolled 4 dice and failed, you lose 4 hp.
You can also give challenges hit points, say if your character wants to pick a lock he will need 3 success, be it in one dice roll or 3 separate dice rolls.
If you wish to put hp to npcs to decide how long they last in battle I recommend the following.
Nameless mooks =1 hp
More challenging enemies = 3 hp
Boss fights =5 hp
Boss fights with multiple protagonists =8-12
PVP
For when one PC faces another :D
The attacker rolls to see if it hits. If he rolls a single 1 the attack misses completely with out penalty to the player, except that he can not roll for 1 turn.
If he is successful the player being attacked rolls dice to mitigate the damage. For every successful dice roll he roll rolls it subtracts 1 damage from the other players roll, even does bonus damage if he rolls more dice than the attacker and succeeds.
But if the defender rolls a 1 the attack hits with full force, despite the other success he might roll.
Again it's a gamble. Do you try to deflect the attack completely, or roll less dice than the attacker simply to shrug off a few hit points of damage. Or do you risk taking damage by rolling higher than your attacker?
It's actually rather strait forward and easy to use and adds a bit of skill to the mix rather than random chance :)
As always, comments are welcome!
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