- Percentile-based skill systems bore me and don't let me use all my funky dice.
- Roll-low systems are counter-intuitive since bigger numbers should mean better.
- Success based on target numbers can be interesting, but require a lot of thinking on the DM's part and one of two assumptions:
- There are static, universal target numbers to describe how difficult tasks are at absolutely any point in time that simply exist in an objective fashion within the game mechanics.
- The difficulty itself is what matters and the target numbers scale upward with character ability.
- Systems that allow a player to gauge her own success without conferring with the DM to determine success or failure vastly speed up play.
- The system should be able to accommodate differing degrees of proficiency without total rejiggering.
- Being able to discuss degrees of success is always nice. Successes with complications are cool.
- Multiple-dice dice expressions are preferable since they provide solid central tendency.
- I'd like to be able to use different sorts of dice of all sorts. I love my funky dice.
What with these being my own personal preference, they're not up for debate. The Romans used to say "De gustabus non desputandem est," and I'm the one with the gustabus here.* Rather than argue, let's see if we can find the system we're looking for.
A Trip to Dungeon World
Dungeon World Crawl Classics
Here's what I think could be more awesome about the DW system: my funky dice. Further, since I'd probably be using this mechanism for Dungeon Crawl Classics, I need it to handle both proficient character actions and non-proficient character actions. In DCC, if your character is attempting something that either (a) is related to the sort of thing that members of your character's class should be able to do (like clerics talking about religion) or (b) is related to whatever that character's profession was at level 0. Normally in DCC, if your character is proficient at whatever you're trying, you roll a d20 and add a relevant ability score modifier (d20 system what?), but if you're not proficient, you roll 1d10 and add the modifier. Target numbers come in the form of Difficulty Classes that go up in blocks of 5 (5, 10, 15 & 20 which amount to easy, average, hard and really tough respectively). Some favorable circumstances may give you a bonus, the sort of thing many of us DCC Judges are starting to want to give Raises for instead**, and some may give you penalties. Why not put these ideas all together with the Dungeon World mechanic to have a super-simple DCC-compatible system?Here's how it works. For any task in which your character should be proficient, roll 2d6 and add the relevant ability modifier. A roll of 10 or better means an unmitigated success, whereas a roll of 7 to 9 is a success with a complication. If you are not proficient, you suffer a d-1 penalty*** (making the dice roll d4+d6+modifier). Similarly, any advantages your character may gain add d+1 Raises while penalties apply d-1 Lowers. It may be wise (for simplicity's sake) to add Lowers to one of the dice in expression and Raises to the other; thus, modifiers of d-1 and d+1 might result in d4+d8+mod rather than a 2d6 +mod wash. You'd have to throw in a minimum and maximum here as defined by the dice chain (d3 to d30 for the extended dice chain, d2 to d20 for the standard one) to avoid dice that would make Xeno freak out**** and to keep things simple. As long as we keep the success ranges the same (which we will), the players are easily able to figure out whether they've succeeded or not without having to bug the Judge, even if the Judge had to help them to sort out what to roll in the first place.
What It Won't Do
Here's the up side of the d20 system: you only have to remember one rule. Roll 1d20, add some stuff, get better than a particular target number and you win. With this being the core mechanic of DCC as much as it is for D&D (and every other d20 game), keeping this rule consistent means that players have fewer rules to remember. Unfortunately adding this simple task resolution system to the mix means that players have to remember one more thing, so that's less than optimum. Until your players get it, there might be a bit of a learning curve.There are also already skill rules in DCC. Thieves, for example (why do I spend so much of my time thinking about thieves?) already have a very well-defined series of skills with special bonuses to those skills depending on alignment and ability modifiers. At first I'd hoped I could refit these thief skills (and the halfling's sneak skill) into the neat, snug-fitting 2d6+mod roll, but the bonuses here would be huge in many cases, trivializing the skill. Also, many of these thief (and halfling) skills are meant to be opposed in some way and while you could just make it a 2d6+mod vs. 2d6+mod roll-off, it might be a lot simpler to go the intended route and make opposed d20+mod rolls that don't rely on the "degrees of success-o-meter" that 2d6+mod uses. I hate making special cases out of some things, so using one rule for skill checks in one circumstance and another method in another just seems overly complicated.
The De-Complexification Rebrandification
| I missed the opportunity to design a d12-based resolution system. Damn. |
*"De gustabus non desputandem est" is Latin for, roughly, "you can't argue over flavor." In English, we tend to say "there's no accounting for taste," but that always seems rude to me. I prefer the much more phenomenologically sound Latin version.
** If you haven't been following my Stupid Dice Tricks, you might not know what I mean by a Raise. A Raise means to raise the die type by one along whatever dice chain you're using. If you don't know what a dice chain is, please start over.
*** This is my new notation for Raises and Lowers. A d-1 penalty means to lower the die type by one along the relevant dice chain, while a d+2 bonus would mean to raise the die type by two along the same dice chain.
**** What, people don't get references to classical Greek philosophy these days?
***** This footnote does not exist. I really put it here to show off how ridiculous these footnotes were getting.