xBlackWolfx
2012-12-14, 04:48 AM
This is for a fantasy rpg, set in my own custom setting.
Checks in the game involve rolling 2d6+attribute+skill (the only exceptions being damage, which is an additive dice pool). If you roll doubles on the 2d6 roll, you have scored a critical of sorts, but its not that simple.
If you score a 'critical', you then roll another d6 to determine the result, which can be either good or bad. The results vary based on the check, and wheather or not your check actually succeeded (for example, if you get a bad result on the critical die when you failed to disarm a trap, the trap goes off in your face right there, but if you succeeded in the check the bad result would only mean it damaged you a little or it took a bit longer than normal to disarm). This was inspired by the dice mechanic in Shadowrun, though their mechanic works quite differently I think I managed to imitate it quite well with my set-die mechanic (Shadowrun uses a dicepool for all checks) Right now, the results of the critical d6 are as follows:
1: major mishap
2: moderate mishap
3: minor mishap
4: minor benefit
5: moderate benefit
6: major benefit
Notice the gradience in severity. The severity determines how bad or good your unexpected surprise is. For example, if you hit someone and roll a minor benefit, you may deal more damage, but a major benefit would increase your damage even more or even allow you to inflict a status effect on the victim of your blow. I'm planning for each check to have its own little chart, giving suggestions as to what should happen for each possible result on the crit dice.
What I'm afraid is it might be a bit too complex to have a little chart for each and every possible skill check in the game. Is it too much? Should I simplify the crit system to simply a 50/50 chance for something either good or bad to happen?
And note, it is possible for characters to have a penalty or bonus to the crit die, which would add to the crit die's roll, so if you had a +1 to crit, a 1 would be 2, 2 would be 3, 3 would be 4, and 5 would be equivalent to rolling a 6 (the result of a 6 doesn't become better if you have a bonus to crit, though it can be eliminated if you have a penalty to crit). I also chose this system since it allows me to modify crit chances up or down like in D&D 3.X. I would prefer to have as much variables for the weapons as possible since unlike D&D my system only uses d6s, so all weapons available to normal-sized characters only deal either d6, 2d6, or 3d6 damage depending on weapon size (small weapons deal d6, medium weapons 2d6, etc... the only way to get a weapon of higher damage is an enchantment or a weapon so big that only a creature much larger than a human could wield it).
Checks in the game involve rolling 2d6+attribute+skill (the only exceptions being damage, which is an additive dice pool). If you roll doubles on the 2d6 roll, you have scored a critical of sorts, but its not that simple.
If you score a 'critical', you then roll another d6 to determine the result, which can be either good or bad. The results vary based on the check, and wheather or not your check actually succeeded (for example, if you get a bad result on the critical die when you failed to disarm a trap, the trap goes off in your face right there, but if you succeeded in the check the bad result would only mean it damaged you a little or it took a bit longer than normal to disarm). This was inspired by the dice mechanic in Shadowrun, though their mechanic works quite differently I think I managed to imitate it quite well with my set-die mechanic (Shadowrun uses a dicepool for all checks) Right now, the results of the critical d6 are as follows:
1: major mishap
2: moderate mishap
3: minor mishap
4: minor benefit
5: moderate benefit
6: major benefit
Notice the gradience in severity. The severity determines how bad or good your unexpected surprise is. For example, if you hit someone and roll a minor benefit, you may deal more damage, but a major benefit would increase your damage even more or even allow you to inflict a status effect on the victim of your blow. I'm planning for each check to have its own little chart, giving suggestions as to what should happen for each possible result on the crit dice.
What I'm afraid is it might be a bit too complex to have a little chart for each and every possible skill check in the game. Is it too much? Should I simplify the crit system to simply a 50/50 chance for something either good or bad to happen?
And note, it is possible for characters to have a penalty or bonus to the crit die, which would add to the crit die's roll, so if you had a +1 to crit, a 1 would be 2, 2 would be 3, 3 would be 4, and 5 would be equivalent to rolling a 6 (the result of a 6 doesn't become better if you have a bonus to crit, though it can be eliminated if you have a penalty to crit). I also chose this system since it allows me to modify crit chances up or down like in D&D 3.X. I would prefer to have as much variables for the weapons as possible since unlike D&D my system only uses d6s, so all weapons available to normal-sized characters only deal either d6, 2d6, or 3d6 damage depending on weapon size (small weapons deal d6, medium weapons 2d6, etc... the only way to get a weapon of higher damage is an enchantment or a weapon so big that only a creature much larger than a human could wield it).