So my friend Jonathan came out this past week (Huzzah!) and we got to game a little bit. I am still fairly enamored with my new experience system, especially how clean it looks/feels to me at the moment. One potential concern that I noticed is that my system for saving throws and skill checks may be inherently flawed. The concept is that you roll 3d10, and you are aiming for a number lower than the relevant stat with a bonus gained from a secondary stat. With an expected average stat of 15, and a range of 3 to 30, I figured 3d10 would be appropriate. However, it seems that the majority of rolls are landing above 16 even after adjustments. I should have expected this, but I'm not yet sure how to deal with it. I was trying to approximate a d30, but I don't actually have any of those and they're not terribly common anyway. I suppose I could do a d6 and a d10, like how d20 rolls used to be done before d20s became popular. 1-2 on the d6 means the d10 is 1-10, 3-4 means it's 11-20, and 5-6 means 21-30. I'll have to do some blank rolling to find out if that brings the average down.
Saturday, August 6, 2011
Keep Those Dice a'Rollin'
Labels:
dice,
Dungeons and Dragons,
experience points,
gaming,
roleplay,
RPGs,
skill systems,
skills,
Wizards of the Coast,
WotC
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2 comments:
Seems odd to me that your 3d10 would be so far above a 16 average. I would have thought that the average would be 16.5, which ought to be tolerable when rolling for success, especially when you have a secondary stat modifier.
As for the talent counting more than training, I'm really not so sure that this is a universal truth. You are blessed with a strong natural talent, so perhaps in your case it works.
I used WotC's online dice roller, so there's no telling what weight or lack of is really in effect, but I just rolled 3d10 100 times:
01-10: 10
11-20: 68
21-30: 22
01-15: 41
16-30: 59
I didn't count the number of rolls when we gamed, or note the exact outcome of each - maybe I should start - but it seemed like the majority fell within the 17-25 range.
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