|
Post by Haldo Bramwise on Sept 13, 2008 8:59:26 GMT -6
I've been toying around with the idea of optional attribute checks for those gamers who might want them. For example, gamers used to much more "roll-playing" than they find in S&W might find Attribute checks useful.
I'm not saying their is anything wrong with S&W or that it needs additional mechanics.
Attribute Checks There may be times in the game when GM may require a player to make an Attribute Check for their character. An Attribute Check is really just a saving throw based upon one of the character's six attributes.
Target Number (number to roll under to save) = Character's Attribute Score +/- Situational Modifiers Result = Roll 3d6 +/- any Attribute Check Modifiers.
You save when you roll your character's attribute or under. You do not save when you roll over your character's attribute.
Situational Modifiers -2 (Easiest Possible) -1(Easy) 0 (normal situation) +1 (Difficult) +2 (Most Difficult Possible)
There may be times, at the Game Master's discretion, when a character may also subtract their level from their roll in an Attribute Check. This may especially be the case when a character is doing something associated with their class.
Attribute Check Modifiers Attribute Score of 3-8 +1 Attribute Score of 9-12 (No modifier) Attribute Score of 13-18 -1
What do you think?
|
|
|
Post by Random on Sept 13, 2008 9:27:26 GMT -6
lol, John.
I made up this exact ability check system (trying to roll 3d6 under the ability score) a few months ago.
The only difference is that I had situational modifiers, but not attribute check modifiers (which are a nice touch, helping even out those extremes).
It's a nice tool in the box when you want to randomly determine character success, but still make it based on ability.
|
|
|
Post by Haldo Bramwise on Sept 15, 2008 14:55:43 GMT -6
Thanks Random. Sorry to steal your idea.
|
|
|
Post by Haldo Bramwise on Sept 18, 2008 17:23:02 GMT -6
It's funny, thinking about this post, it's a lot in the mentality. Having a default system for the GM to go to when nothing else suggests itself is great, and a lot of 'universal systems' work nicely when cast in this role. Here's one I'm working with: Noncombat Task Resolution - Roll 1d6, Success on 1-2 Modifiers - Class, Race, or Background positively relevant +1 (maybe +2 for thieves)/negatively relevant -1 - Attribute score relevant & high/relatively high score possessed +1 or +2; low/relatively low score -1 or -2 - Level/HD relevant and actor is higher (much)/lower (much) than acted upon: +1 (+2)/-1 (-2) - Difficulty Assessment: Easy +2, Routine +1, Hard 0, Extremely Hard -1, Impossible -2 When I don't have any ideas using something like that to set probabilities can be a useful trick. But you do have to be very careful. If you have, say, a skill system that plays into that (or any) general resolution method, or class abilities, etc., then players have a right to expect them to work that way. You can tell them there will be exceptions, and that helps, but I think keeping things as light as possible makes these easier to swallow. I like this. With many folks saying that they base such situations on a d6, while not a rule set in stone, this seems very helpful. On the one hand, it allows for a decent possibility of success at low levels without creating an overwhelming chance of success at high levels. Exalt.
|
|