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jayeff

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  • RPG Biography
    Played since the early 80s. Havent ran anything since late 90s. Once edited a fairly well known RPG zine for its last few issues. Currently have ambitioins to publish material, eventually.
  • Current games
    Traveller 2d20, SLA Industries, Deadlands, WHFRP, Savage Worlds
  • Location
    Essex, UK
  • Blurb
    Long time gamer. Mostly as player. Types like a chimp.

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  1. I was only considering opposed rolls for any PC vs NPC situations. Not as PC vs the GM to resolve everything. That said though, the obvious situation, combat, makes the one roll approach of Pendragon appealing. Particularly for mass combat. Looks interesting anyway will check it out first chance I get. Now Hero Wars did some interesting things, that's one I've always meant to look at.
  2. You'd be very right and I'm quite aware the base numbers need tweaking. An average character should almost always succeed at an easy task and fail a skilled task at least a quarter of the time. I need to allow the possibility for a weak charcter to luck out now and then and for a strong one to very occasionally screw up. The 1s and 6s give a bit of leeway with that. AGE is the closest system I've found to what I'm working with here with regards target numbers and I just need to adjust their difficulty bands to work better with the 1-20 attribute/skill numbers I'm using. Im very aware a 50% chance is quite bad and that's why I wanted to move away from a % system because that's generaly the level the characters are at due to the low power nature of Warhammer. It was mentioned in another thread that an airline pilot with a skill of 90% still fails 10% of the time so would you even get on that plane? (It was also pointed out that they should only need to roll in extreme circumstances, not every time they fly!)
  3. Or ten bucks on Drivethrough and saved myself some postage!
  4. haha ok fair point. the clue is literaly in your forum name too I'll give AGE a look. It doesn't *have* to be 3d6 but 2 wasnt enough to generate interesting results and 5 generated them too often. The dice exploding isn't needed really, if 3 dice thow up a 6s that could be a 3pt stunt. Having 1 dice a seperate colour opens up other possibilities. I dont think the dice app we are using in Discord can pull that one off. Which is shame as it ticks a few boxes. Even if I can't implement AGE's exact dice mechanic, the list of stunts/moves etc could prove useful.
  5. @olskool ok. a lot to unpack there Unisystem - A roll and add to stat/skill/whatever is what I was thinking. Though I wanted to do it with 3d6 to enable the upside/downside mechanic (So a 6 means something good happened - even if you failed and a 1 does the opposite. Sort of Genesys style.) I also don't want to deviate from the 1-20 range as the base as that's the easiest step to get the 1-100 range more manageabe. And still. hopefuly, not 'break' the original WHFRP rules too much Twilight 2000 - oof, ouch, no, oh my god. That's exactly the sort of thing I wanted to get away from. In WHFRP weapon skill IS an attribute and it's on a % scale. As T2K is a roll under on a flat scale it's inherently got the same problems as d100. Adding bands of success to that even with d20 seems like a lot of math slowing things down. Also isn't what I'd call 'elegant'. That para on Task Profiles made my brain hurt, and tbh I'd just give the player a +2 or something (on a 'roll over' system) if they had climbing gear. Too much fiddle there and too much time spent calculating and less time telling great story. I guess the D&D/d20 way of doing advantage/disadvantage could work. If I do it in reverse. So the lowest roll is the one taken. If I didnt want to do the thing with 6s and 1s that might be a workable solution. I'll keep that on the table anyway as an option. WHFRP doesnt really have proper attributes like D&D does, most things you would use are given as a %. (eg you dont have 'Charisma' you have a Fellowship skill). Mythras - still seems like some heavy overthinking of number ranges etc. I am about to play a 2d20 game a friend is running so I'll keep an eye on how that runs. Particularly as its being done in Discord with the dice app so be good to see how well it handles it. You seem to quite like 'old school' systems. Which is fine. But isn't really my bag. I prefer to go a bit more minimalist. (try to anyway, doesnt always work!) After some more tinkering I have this: Roll 3d6 and add to skill/whatever. Players may have small bonus or penalty for anything that hinders/adds to their ability. The target number is the following, which may be modified for anything that complicates the objective (and isnt something directly related to the character) Easy task 10 / Skilled task 15 / Difficult task 20 / Challenging task 25 / Monumental task 30 Any 6s are a fringe benefit, even if the task failed or in addition to being successful. Any 1s are a complication in addition to failing, or in spite of being successful. An obvious 'problem' with those numbers is that an average skilled person will always succeed at an easy task. But tbh they should. The fun starts when they roll a few 1s.
  6. Not being able to reply for 24 hrs is frustrating. Anyway… @Lloyd Dupont I realise adding +20% to 65 or adding +2 to 13 is effectively the same thing. Adding modifiers to % numbers may seem easy to you. But my brain finds it a lot easier if I turn that 1-100 range into a 1-20 range and then work from there. If the solution is giving a pc with a 65% weapon skill +20%, (or a 13 skill +2) just so he hits more often you may as well just up his skill to 85% (or 15). Has to be a better way. The opposed roll idea I am talking about is only in regards to PC vs NPC I am not talking about opposed rolls from the GM as a mechanic for skill resolution. WHFRP isn’t quite class based. Or exactly skill based either. You have careers and each career comes with a package of specific skills. Career paths have a finite length. It is possible to pick any new career if you want a specific skill. Though it’s generally easier to pursue careers that are logical next steps from your previous career. It’s a good middle ground between D&D and BRP and like in the RQ world ‘adventurer’ isn’t exactly a job in Warhammer. @Joerg Like I said to Lloyd Dupont I only meant opposed roles in regard to other NPCs, not as a resolution mechanic for everything. My group play on discord with a dice app and that’d get super messy and confusing. If Questworlds works like that then it probably wont work with what I’m doing here. I’ll see if I can get a look at that system anyway. Some of the other stuff you mention might be applicable to what I’m doing for mixed result outcomes. @NurgleHH Oof, well it’s the hand I’m dealt so it’s what I have to try and work with. The only quick and dirty way to getting a 1-100 scale more ‘manageable’ seems to be making it 1-20. There has to be some way of taking a small step from there. It clearly isn’t d20 considering how the sample character translates UNLESS you lower the required TN for rolls. so that a skill of 11 or 13 is more likely to succeed. I don’t like that though. I want something where the dice mechanic can explode meaning even a little goblin can you stick you with the pointy end and do you in. It is grimdark Warhammer after all not D&D. @Zit Thanks. I’ll take a look @Atgxtg Pendragon was mentioned in a similar thread. It sounds like its doing some stuff differently from what I want. But it might still be doing enough to be the best choice. I saw “blackjack” mentioned before as well, but assumed it was a reference to the card game rather than the Pendragon’s system. (I have no idea how the blackjack card game works but I assume there’s a similarity.) @Mugen Yes I think you’ve nailed the problem. These PCs aren’t really beginner either, 4th career is like D&D 6-8th level I think. Admittedly the sample PC is a bit of a jack of all trades rather than combat monster. But even the party’s main fighter is only at 76% I don’t think working with a 1-20 range is the problem and I don’t really want to convert that yet again to something else. It’s just down to using the right dice mechanic. Anyway, I’ll check Pendragon out. I don’t own a copy so I’ll see if a buddy has it or grab the pdf off Drivethrough. It seems to be the first thing on most people’s mind for what I’m going for. Maybe something Gumshoe, like Mutant City Blues, is the way to go. Gumshoe fixed some of the inherent issues with % systems in a more elegant way. (AFAIK) Maybe it has a fix for combat too and MCB might handle combat with magic items/spells as easily as combat with super powers. Something that might tick all the boxes is the D&D/d20 method but with 3-5d6, +/- stat bonus/penalty and beating a (lower) target number. Possibly the quantity of dice is decided by where you are on the 1-20 scale. Maybe that is still somewhat linear and possibly still problematic. And I’ve possibly just described an existing system there. Or possibly even simpler is just to roll 3-4 d6 and add that to the skill. Do away with the -/+ and just have a slightly higher TN. I appreciate a single d20 or even a d10 would be sufficient. There’s a specific reason for using several d6 rather than 1 die. I wanted something where 1s on the dice count as a complication and 6s as advantages. Kinda like how Cortex/Genesys do things. Which is an element I wanted to bring in. Even a lowly goblin could still ruin your day if they all come up 6s.
  7. This is actually about WHFRP rather than BRP. However WHFRP was basically a ripoff of RQ so in some ways it is at heart a BRP system. (I think) I asked about this on a couple of WHFRP forums and the reaction made me feel like a heretic the witchhunter had just exposed. The WHFRP community seem quite happy with their % based mechanics and couldnt grasp why I would want to do it differently. I have seen the mechanics I am tinkering with given consideration here so hopefuly though I'm not asking about a BRP game I might get a more constructive response. I find, with BRP games (CoC and the like) that the % mechanic is very 'swingy'. (I think that's the right word to define it). For instance, having 80% skill means you can as easily roll over that and there's nothing stopping you. And you can even roll over that frequently. Now I realise rolls should only be used for dramatic reasons and you can also bring in modifiers etc. But it's fun to roll when there's always a chance of error. And with a % scale juggling modifiers and using bands of success etc etc can get a little cumbersome. Especially if you are a little maths dyslexic like me. Switching to 1-20 makes it so much easier to start messing with modifiers, setting target numbers and levels of success etc. Getting back to WHFRP one of the players has a PC with a Weapon Skill of 54 and a Ballistic Skill of 65. In WHFRP those two abilties work more like attributes rather than actual skills. He's a 4th career character (I have no idea what that compares to in D&D terms) so not exactly a novice. 54 and 65 are both a bit meh and combat is going to be very long and tedious with those percentages. Switching it to 1-20, with each 5% increment beicoming 1 point that flips the 'attributes' to 11 and 13. Which by D&D d20 standards is still a bit average. However with a roll over/under system and modifiers he can start being a bit more effective in combat and it'll move quicker with a little less math involved. Of the two I'm leaning more towards roll over. (Roll under on d20 seems basicaly the same as using d100, just on a smaller scale). With roll over you can do skill plus modifiers. Also, as I saw pointed out elsewhere in a thread here - a roll over system makes it easier to handle opposed rolls, which is something I want. Possibly there's a way to make it even crazier by using 2d10 or 3d10 and exploding any 10s. Allowing for insane 1 shot crits. Just because the stats are on a 1-20 scale doesnt mean the dice have to be. I'm a big fan of the systems where you can succeed or fail but with complications / bonuses. I'm not entirely sure how you could apply that here other than with bands of succes or something. I think in essence I dont want to overly convert the system too much. Just figure something quick and dirty otherwise I will have to spend hours fiddling with NPC and monster stats etc. That's about as far as Ive managed to figure out so any insight or suggestions of systems that might do what I'm trying to do would be appreciated.
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