Djinn_in_Tonic
2017-02-10, 02:02 PM
Hello there!
I'm doing some groundwork for an RPG system, and wanted to get the input of the forums on a possible dice system.
As a huge fan of 5e's Advantage system, I find it nevertheless has a few issues. One is that it's so powerful that it's hard to give out freely without skewing numbers heavily. Another is that it's all or nothing -- once you have Advantage, you don't need more help.
Hence the proposal below.
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Dice Basics: A "set" of dice is six d10s, in three separate colors. We'll call them Red (R), Blue (B), and Yellow (Y).
Initial Premise: Die rolls are on a 3d10 bell curve, creating a natural range of 3-30 with a common range of 13-20 (56% of results in that range). Only 7% of results are 1-6 and/or 26+, giving you room for outliers without hard-skewing the predictable range.
A standard roll is 3d10, with one die of each color being rolled (R)(B)(Y).
Advantage/Disadvantage & Color Pairs: For each "stage" of Advantage you have, add one of your remaining colored pair dice into the mix. A roll with Advantage II, for example, would be (RR)(BB)(Y). You then drop the lowest die of each pair if you have Disadvantage, or take the highest if you have Advantage.
Advantage and Disadvantage cancel each other out. Advantage I and Disadvantage I results in a standard roll of (R)(B)(Y).
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This lets you have several tuning levels on your roll, and also helps moderate the "multiple stages of advantage average incredibly high" effect that advantage with dice pools often encounter when you simply take the best 3 of 6d6, for example.
Thoughts? Too complex? Not flexible enough? Too hard to predict? Do you think it would feel fun to you to get Advantage in this manner?
I'm doing some groundwork for an RPG system, and wanted to get the input of the forums on a possible dice system.
As a huge fan of 5e's Advantage system, I find it nevertheless has a few issues. One is that it's so powerful that it's hard to give out freely without skewing numbers heavily. Another is that it's all or nothing -- once you have Advantage, you don't need more help.
Hence the proposal below.
------------------
Dice Basics: A "set" of dice is six d10s, in three separate colors. We'll call them Red (R), Blue (B), and Yellow (Y).
Initial Premise: Die rolls are on a 3d10 bell curve, creating a natural range of 3-30 with a common range of 13-20 (56% of results in that range). Only 7% of results are 1-6 and/or 26+, giving you room for outliers without hard-skewing the predictable range.
A standard roll is 3d10, with one die of each color being rolled (R)(B)(Y).
Advantage/Disadvantage & Color Pairs: For each "stage" of Advantage you have, add one of your remaining colored pair dice into the mix. A roll with Advantage II, for example, would be (RR)(BB)(Y). You then drop the lowest die of each pair if you have Disadvantage, or take the highest if you have Advantage.
Advantage and Disadvantage cancel each other out. Advantage I and Disadvantage I results in a standard roll of (R)(B)(Y).
------------------
This lets you have several tuning levels on your roll, and also helps moderate the "multiple stages of advantage average incredibly high" effect that advantage with dice pools often encounter when you simply take the best 3 of 6d6, for example.
Thoughts? Too complex? Not flexible enough? Too hard to predict? Do you think it would feel fun to you to get Advantage in this manner?