Just something I hadn’t thought about. Dice probability is always interesting, but the way that, say, 2d6 and 1d8+1d4 differ in probability even with the same average and range might actually be useful for nudging probabilities.
Here’s just a quick thing about how I think about roll under tests.
So I’ve ranted about balanced characters with random attributes before. I like letting people roll up random stats in my more old-school endeavors, but I also want to have a character with straight sub-10 stats being useful as well. So, I try to come up with fun ways to give out other positive things you can get. Here’s my latest iteration for Disposable Heroes.
Soooooo…. I’m making a rule set for metro-crawling in the modern post apocalypse (pretty much as per metro 2033). I’ll post on it. Here’s a quick intro.
I’m using a roll-under mechanic for stat checks at the moment. I’ve gone through a bunch of different stats for attack rolls (they are currently generalised to be just an attribute/skill check). Strength was abandonded for that long ago.
In the current iteration of my stat list, you get HP from and attack with the same stat. So I thought to myself, why not just roll under HP with attack rolls? Melee attacks auto-hit targets that don’t defend anyways, and I think I’ll use the Pendragon way of people with 20+ stats rolling 1d20+[stat over 20] (as opposed rolls are a thing), so having a HP over 20 will work too.
The only problem then is that I might want to extend the death spiral mechanic to all stats and not just attacks…
Max HP based on your highest stat? I’ve got weird ideas now…
So after some wiggling around, it seems I still have the old four D&D classes in Disposable Heroes: the Fighter, Magic-user, Cleric, and Thief (though in slightly different forms). I’ve already written somewhat about using them as personality types rather that jobs, which I think works better for some reason… Though that requires a somewhat flexible advancement system for completeness. Here’s the short verision:
- Fighter (slayer): lives for fighting stuff (but may use excuses for why that is), therefore fights well and solves things through violence.
- Cleric (zealot): lives for their god(s) and their own role as a the voice of god(s), therefore speaks well and may work miracles.
- Thief (trickster): lives for the thrill of getting in the way of power and danger, therefore has ways to cheat both people and fate.
- Mage (sorcerer): lives for learning the Truth and Magic, therefore can use magic like no others.
The Seeker class is probably scrapped. Though it is an interesting concept I’m not sure it fits in or is usable as it is now. It might return again. It’s basically some kind of charisma person (leader, bard, aristocrat) that goes delving to build up a reptutation and presence enough to charisma around. It’s just slightly off.
I’m not sure if it’s ironic or fitting that it went all the way around.
And now I can barely remember why I started this post… It’s been lying around. Might as well post it. I’ll just end it on the point that while the four old classes in theory cover most niches the way they are executed or described are not always perfect.
And now unto the non-damage properties, just to finish this off. Ideally, they should be actually important.