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t.a.j.

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  1. Re: Rolling High Thank you all for your replies, you've been very helpful. As for why I want to do this, game aesthetics would be the main reason. I've allways found the "to hit" formular to be quite ugly and one step more complex than necessary. Instead of having to do 2 mathematical operations I can simply precalculate all the DCVs as target numbers and only have to add things up. Now, adding and subtracting is not a too complex thing either but in my experience it takes just a little more time and it feels too complex. Also, when all I roll are d6, it feels more consistent to me when rolling high is always good. @prestidigitator I will be using pretty much exactly what you proposed in that document. On a side note, if I ever stumble across any system less streamlined and more badly designed than old time (A)D&D I will burn it. For the betterment of mankind.
  2. After some consideration I think that it's possible to implement a "high rolls are always good" rule in the Hero System. There are some ways this could be workable. 1. Skillrolls: Roll 3d6+CHAR/5+Skill Levels against a target number of 12. (12 is 1.5 steps away from the absolute mean of 10.5, the same as 9, the chances for rolling 9 or less should the same as for rolling 12 or more) Or compute 12-CHAR/5-Skill Levels and use that as a target number for an unmodified 3D6 roll) 2. Combat: Roll 3D6 + OCV against a target number of DCV+10. (again rolling 10 or more should be as probable as rolling 11 or less) Is there any flaw in my thinking?
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