An Attempt to Fix This

New Difficulty Scale (1-13)
1 Easy
3 Normal
5 Challenging
7 Hard
9 Very Hard
11 Near Impossible
13 Godly


Before any non-combat action, player rolls two D6. Here is how you determine what to do with the roll.

-Normal roll (2 & 3, 1 & 5, etc.) The player gets two separate numbers that do not pair in any way. No bonuses are collected.

-Snake Eyes (1 & 1). The player gets two ones. This is a dramatic failure.

-Doubles (2 & 2, 4 & 4, 5 & 5, etc.) The player rolls two similar dice, other than snake eyes and double sixes. Automatic plus one success to their Precision roll.

-Double 6s (6 & 6). The player rolls two 6s. Automatic plus three successes to their Precision roll

The player then rolls their Precision for the skill. Any numbers 6 and higher are counted as successes. Bonuses from doubles are factored in. If the player exceeds or meets the difficulty required, the action is accomplished.

A system should be set up to allow players to spent flux stamina to add dice to their roll, thus increasing their chances of getting more successes.

I ran the numbers for a while and the blunt of this system seems to work just fine. If we create a system where the players can add dice with Stamina, I would definitely suggest upping the difficulty modifiers.



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