Post by gloriousbattle on Aug 18, 2011 8:45:04 GMT -6
This reduces D&D to a game of almost pure strategy. It loses a lot of realism, and I do not recommend it for general play, but it is fun ocasionally for one-time adventures, in which the players desire to test their skill with the game system.
It works like this.
Instead of dice, each player gets a set of eight sheets of paper, one each numbered from 1-20, 1-12, 1-10, 1-8, 1-6, 1-4, and 1-3. He also receives a sheet numbered in ten point increments starting with 5 and ending with 95. Thus, that sheet is numbered 5, 15, 25, 35, 45, 55, 65, 75, 85, and 95. These sheets serve in place of the dice.
Now, whenever the player needs to roll 1d20, he simply announces the score "rolled" to the DM, and marks it off the 1-20 page. However, the trick is that he must use up ALL the numbers on the sheet, before he can turn it in for a new sheet, with all the numbers available again. The 5-95 sheet replaces the d100
Note also that, as this is a type of competition play, the player also rolls for the DM, and gets to see the table rolled on, or otherwise know what the scores will do.
So he has to be a bit protective of those high numbers. Does he really want to use his 18, 19 and 20 butchering the goblins at the gate, and have nothing but a 1, 2 and 3 left to fight the dragon or the high level wizard waiting within?
A note on the 5-95 "d100" sheet. This is a bit of a system-breaker, as, if the player is given a true 1-100 sheet, he can take advantage of the fact that very few games are going to use any more than a dozen or so d100 rolls, so all of his d100 rolls will probably not fall below the high 80s. Keeping them limited to numbers divisible by ten forces him to be more judicious.
Note two things further, the DM still rolls randomly, though if this is done right, the DM will factor out random elements from the adventure (to the extent possible), and just assign which encounters take place where, etc.
Note one other trick. Since sometimes a roll of the same die type in D&D is good in one sense and bad in another (a roll to hit needs a high d20 score, where as a save against the character's requisites needs a low roll), you juxtapose the rolls when this happens. Thus, if a character chooses to roll a '4' on d20 as a strength save to lift a heavy boulder, he does not expend his score of 4, but his score of 17, which has the same difference from 20 as the 4 has from 1
It works like this.
Instead of dice, each player gets a set of eight sheets of paper, one each numbered from 1-20, 1-12, 1-10, 1-8, 1-6, 1-4, and 1-3. He also receives a sheet numbered in ten point increments starting with 5 and ending with 95. Thus, that sheet is numbered 5, 15, 25, 35, 45, 55, 65, 75, 85, and 95. These sheets serve in place of the dice.
Now, whenever the player needs to roll 1d20, he simply announces the score "rolled" to the DM, and marks it off the 1-20 page. However, the trick is that he must use up ALL the numbers on the sheet, before he can turn it in for a new sheet, with all the numbers available again. The 5-95 sheet replaces the d100
Note also that, as this is a type of competition play, the player also rolls for the DM, and gets to see the table rolled on, or otherwise know what the scores will do.
So he has to be a bit protective of those high numbers. Does he really want to use his 18, 19 and 20 butchering the goblins at the gate, and have nothing but a 1, 2 and 3 left to fight the dragon or the high level wizard waiting within?
A note on the 5-95 "d100" sheet. This is a bit of a system-breaker, as, if the player is given a true 1-100 sheet, he can take advantage of the fact that very few games are going to use any more than a dozen or so d100 rolls, so all of his d100 rolls will probably not fall below the high 80s. Keeping them limited to numbers divisible by ten forces him to be more judicious.
Note two things further, the DM still rolls randomly, though if this is done right, the DM will factor out random elements from the adventure (to the extent possible), and just assign which encounters take place where, etc.
Note one other trick. Since sometimes a roll of the same die type in D&D is good in one sense and bad in another (a roll to hit needs a high d20 score, where as a save against the character's requisites needs a low roll), you juxtapose the rolls when this happens. Thus, if a character chooses to roll a '4' on d20 as a strength save to lift a heavy boulder, he does not expend his score of 4, but his score of 17, which has the same difference from 20 as the 4 has from 1