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Post by jblittlefield on Apr 20, 2010 9:16:27 GMT -6
Lifted from Dragon Age...
Note: I use a Moldvay style ability mod table +/-3
3d6 + ability modifier + skill modifier + difficulty/situational modifiers VS Target Number of 11+ for success.
One of the d6 is a different color (the "wild die") and determines level of success or failure (1= minimal to 6=amazing)
Difficulty Modifiers:
Routine +4 [7] Easy +2 [9] Average 0 [11] Challenging -2 [13] Hard -4 [15] Formidable -6 [17] Imposing -8 [19] Nigh Impossible -10 [21]
You can do away with these and simply create a TN chart if you like -- those are in []
Skills are tied to ability. Some skills are tied to class. Onlu used about 12 skills (sniped a few of 'em from Savage Worlds). Gain 6 at 1st level (+2) and additional 3 at 4th and 8th. Choose new skill or increase existing (+3 or +4).
Example: Nigerl Nimblefingers (DEX 17 [+2], Climbing [+2]) attempts to climb a sheer wall without any special gear (Challenging [13]). Player rolls 4,5,1 (wild) for a total of 10 to which he adds his bonuses for a total of 14. He succeeds, but just barely (wild die), after having a few close calls.
Playtested in three short adventures with three different groups this weekend and they all loved it. I plan on playing around with the mods a bit before settling on a final version.
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