426
« on: September 12, 2016, 10:13:00 am »
Boredom strikes, take two.
I've revised some variables on my hit/miss system, bringing it to a more RTD-suited form.
The dice are now always d6. By default, every action or dodge rolls 6 of them. If the particular game uses stats and skills, the combined value of the highest relevant stat and skill would be the number of dice rolled, in this case the game must be designed in such a way that the combined total of 6 is the "average" number of dice a regular character would roll.
The main means of altering probability on the side of the DM is the Threshold, representing the difficulty of the action. 0 difficulty would be a simple action that an untrained but otherwise functional and sane person would have little difficulty with doing. 1 difficulty would be sort of difficult, 2 would be very difficult, 3 would be nigh impossible, and it would ramp up with that. Threshold can be negative, for tasks that should be so easy they are only checked against for the odds of spontaneous critical failure.
With every roll of X dice, some dice can be hits, some misses, some neither. 1 or 2 is a miss. 5 or 6 is a hit. The qualifications get... very interesting with threshold involved.
Threshold is subtracted from the number of rolled hits, to a minimum of 0.
Threshold is added to the number of rolled misses, unless it is negative.
A roll with no net hits that does not qualify for other outcomes is a Failure. Failures can have severity determined by the number of rolled misses.
A roll with only 1 net hit that doesn't qualify for any other outcomes is a "scraped by" result, a "partial success".
Two or more net hits is a Success, unless all other dice are misses.
Exactly 5 net hits is a Perfect Success, unless all other dice are misses.
A roll with all dice landing on either hit or miss, results in an Overshot. Exact outcome dependent on number of hits and misses rolled.
Finally, a roll with all but one die, or all dice, landing on "miss", is a critical failure.
I've done similar bouts of extensive testing as last time, and I think this one feels a lot more like an RTD. You can give out +1s to actions a lot easier this way, as it only extends the pool, and the threshold mechanic is very punishing even with relatively small values.