jqavins
2014-07-09, 12:34 PM
Inspired by this thread (http://www.giantitp.com/forums/showthread.php?360378-Idea-for-a-dice-system), I've come up with something to accomplish a similar goal.
When making any check that the character is aware of for which the raw die roll needed would be 15 or higher, the player may choose to Try Extra Hard. The player rolls 2d16-6 in place of the usual 1d20. This has the effect of making the chance of success somewhat higher, and making raw rolls as high as 26 possible, but it comes at a cost. When the character tries extra hard to succeed, failures are more extreme. If the roll was to disarm a trap, any failure triggers the trap and you incur a -10 circumstance penalty to any applicable saving throw. If the roll is an attack, any failure is a fumble (subject to confirmation and effects determined by whatever fumble rules you are using.) If the roll is to jump from a height and land safely, then a failure automatically brings maximum damage. There is always some sort of downside like that, though I obviously can't cover all situations in this post (nor have I thought of them all.)
You can not try extra hard on rolls you did not expect to make. Thus, it is not applicable to saving throws, defensive rolls, spot checks, etc.
Thoughts, comments, questions?
When making any check that the character is aware of for which the raw die roll needed would be 15 or higher, the player may choose to Try Extra Hard. The player rolls 2d16-6 in place of the usual 1d20. This has the effect of making the chance of success somewhat higher, and making raw rolls as high as 26 possible, but it comes at a cost. When the character tries extra hard to succeed, failures are more extreme. If the roll was to disarm a trap, any failure triggers the trap and you incur a -10 circumstance penalty to any applicable saving throw. If the roll is an attack, any failure is a fumble (subject to confirmation and effects determined by whatever fumble rules you are using.) If the roll is to jump from a height and land safely, then a failure automatically brings maximum damage. There is always some sort of downside like that, though I obviously can't cover all situations in this post (nor have I thought of them all.)
You can not try extra hard on rolls you did not expect to make. Thus, it is not applicable to saving throws, defensive rolls, spot checks, etc.
Thoughts, comments, questions?