Dirty n Evil
2010-09-07, 05:40 AM
First off, I'd like to introduce myself. I am the unluckiest RPG player ever. I break the laws of probability with how often I roll a natural "1" in gaming sessions. There is no such thing as a "gimme" situation for me, because I will invariably roll a "1" at the worst possible time - every time. Action dice aren't enough to off set what an unlucky dice roller I am.
As you can imagine, experience has made me quite calloused against the arbitrary d20, with its equal chance of supreme successes or utter failures. Like many, our group has joked about the low usage of the d12, and I once jokingly commented that I would solve that problem and create a game system based off the d12! Off of that cast away comment, an idea started to form.
I plan to make a minor change in my upcoming campaign in which the d20 isn't rolled, but instead 2d12. Or, as I've been affectionately thinking of it, the "Double Dozen" system. It feels fairly straightforwards, to change DC's from a 10 base to a 12 base... yes, mathematically this still gives a slight preference towards successes but the difference is small enough that I'm comfortable with it. I like how this alternate system creates a very subtle bell curve of odds, with more rolls falling into the average than on the average d20.
The one aspect of this new system that I'm having hesitations about are weapon criticals. I want a system that works smoothly and quickly, and I haven't come up with a solution for this just yet. My first idea was clumsy... that criticals would move downwards from the highest possible rolls dependant on their range. A 20 would require two 12's, a 19 would require at the least a 12 and an 11, an 18 would require at least two 11's, ect. I could see this slowing down gameplay, the last thing a new system wants.
I've privately also wanted a system that didn't require seperate dice to figure out damage - why doesn't a high roll to hit (seemingly accurate) do more damage? I've considered a system where one damage was inflicted for every point of result over the target AC, up to a maximum the weapon could inflict. The problem I saw as that high AC targets would be very, very slow to whittle down. Perhaps if the bonus to damage from Strength or magical plusses was added not to the maximum potential damage, but added to the damage calculated after the rolled result? But that still doesn't address criticals. :(
Any constructive thoughts or suggestions are welcome... thanks in advance!
As you can imagine, experience has made me quite calloused against the arbitrary d20, with its equal chance of supreme successes or utter failures. Like many, our group has joked about the low usage of the d12, and I once jokingly commented that I would solve that problem and create a game system based off the d12! Off of that cast away comment, an idea started to form.
I plan to make a minor change in my upcoming campaign in which the d20 isn't rolled, but instead 2d12. Or, as I've been affectionately thinking of it, the "Double Dozen" system. It feels fairly straightforwards, to change DC's from a 10 base to a 12 base... yes, mathematically this still gives a slight preference towards successes but the difference is small enough that I'm comfortable with it. I like how this alternate system creates a very subtle bell curve of odds, with more rolls falling into the average than on the average d20.
The one aspect of this new system that I'm having hesitations about are weapon criticals. I want a system that works smoothly and quickly, and I haven't come up with a solution for this just yet. My first idea was clumsy... that criticals would move downwards from the highest possible rolls dependant on their range. A 20 would require two 12's, a 19 would require at the least a 12 and an 11, an 18 would require at least two 11's, ect. I could see this slowing down gameplay, the last thing a new system wants.
I've privately also wanted a system that didn't require seperate dice to figure out damage - why doesn't a high roll to hit (seemingly accurate) do more damage? I've considered a system where one damage was inflicted for every point of result over the target AC, up to a maximum the weapon could inflict. The problem I saw as that high AC targets would be very, very slow to whittle down. Perhaps if the bonus to damage from Strength or magical plusses was added not to the maximum potential damage, but added to the damage calculated after the rolled result? But that still doesn't address criticals. :(
Any constructive thoughts or suggestions are welcome... thanks in advance!