First a question on some general thoughts on system design, do you think it's better to design a system and then build a setting around it? Or build a setting and design a system around it?
That said I was wondering if anyone would be able to give me their thoughts on some general ideas I had for a system.
I was thinking that I kind of dislike single die based systems. The results of a single die roll are a bit to swingy for my tastes. The range of numbers given by a d20 suits me well enough though, enough room is given for a bit of granularity.
So what I was thinking was this, everything works as a roll over check, combat and other opposed checks work on an opposed roll. So the attacker and defender would both roll, highest wins. Nothing remotely difficult for me to work out so far.
However due to my dislike for the up and down tendency of single die rolls I was thinking things would work like this. PC's and NPC's that are skilled in an area roll 2d10 instead of 1d20, whilst unskilled characters roll 1d20. So the baseline level of skill would allow you to roll 2d10, further ranks of skill after that would add a flat numerical bonus to the 2d10 roll.
So a basic scenario would work like this; A attacks B, so A being skilled with his weapon rolls 2d10 adding any relevant attribute or situation modifiers, B being unskilled with any weapon rolls 1d20 adding any relevant modifier. A has rolled higher than B so B is hit.
Are there any potential pitfalls to this approach? I know that it will tend toward skilled characters producing an average roll around 11 or so before modifiers, each successive rank in a skill should push that average up right?
Another thing I wanted to do was account for degree of success, particularly for combat as I was toying with the idea of having damage being tied to it. Off the top of my head it seems like you could count the difference between rolls to find the degree, maybe going be 5's being a level of success? Is there any quick and easy way to do this without having to come up with charts and the like?
That said I was wondering if anyone would be able to give me their thoughts on some general ideas I had for a system.
I was thinking that I kind of dislike single die based systems. The results of a single die roll are a bit to swingy for my tastes. The range of numbers given by a d20 suits me well enough though, enough room is given for a bit of granularity.
So what I was thinking was this, everything works as a roll over check, combat and other opposed checks work on an opposed roll. So the attacker and defender would both roll, highest wins. Nothing remotely difficult for me to work out so far.
However due to my dislike for the up and down tendency of single die rolls I was thinking things would work like this. PC's and NPC's that are skilled in an area roll 2d10 instead of 1d20, whilst unskilled characters roll 1d20. So the baseline level of skill would allow you to roll 2d10, further ranks of skill after that would add a flat numerical bonus to the 2d10 roll.
So a basic scenario would work like this; A attacks B, so A being skilled with his weapon rolls 2d10 adding any relevant attribute or situation modifiers, B being unskilled with any weapon rolls 1d20 adding any relevant modifier. A has rolled higher than B so B is hit.
Are there any potential pitfalls to this approach? I know that it will tend toward skilled characters producing an average roll around 11 or so before modifiers, each successive rank in a skill should push that average up right?
Another thing I wanted to do was account for degree of success, particularly for combat as I was toying with the idea of having damage being tied to it. Off the top of my head it seems like you could count the difference between rolls to find the degree, maybe going be 5's being a level of success? Is there any quick and easy way to do this without having to come up with charts and the like?
Looking for feedback on potential system mechanics and general discussion.
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