I really like this even better than DC 5, 10, 15, etc. More dramatic! In B/X I am toying with using the Ability score as a check, lift a heavy thing, roll under Strength, in lieu of any skill, roll under wisdom or intelligence, so making these more meaningful than just bonues as in 5E or complex as percentages. And I am getting more into using specific die for different things rather than collapse all rolls to a D20. I think it immerses one to know that when a certain die comes out it means something.
1 - Total Failure; 2 - Partial Failure, roll again (1or 2 Total Failure); 3 - Partial Success, roll again (3 or 4 Total Success); 4 Total Success. Too many rolls? That is the point, it builds suspense, especially when the players make the roll. That is how I do it, but I am an old school guy (AD&D 1e). The most important thing is only roll when it is needed - no rolling for rolling's sake.
I use different words and I’m from 2e but yes, I do exactly this. I’ll also mark out crit, above, below and fumble for the same purpose with rarer high or low results.
It's such an important skill, to be able to roll (pun) with what the players want to do, even when there isn't necessarily a mechanic for it. The difference of die used could really help signal the off-road nature of the action - and that it's okay to try things, no matter if it's not on their character sheet.
If this works for people then awesome. But I’m not sure how I feel about this. I think as a player I’d much prefer a roll with my ‘most relevant’ character ability (GM can apply modifiers or difficulty). This way each character has their own chance of success (so it’s not all vanilla). For example, with the river crossing i would expect a Player Character has a greater chance than their hireling, torch bearer etc. Your ruling idea (random %) is definitely quicker but very arbitrary
I get what you're saying here, and we often used characteristics and modifiers back in the day as well. What I found was that could get complicated as well: is it strength or dexterity to swim the river? Or constitution? If I wrote down as flavor that my character could swim, but it has no relevance in the game, do I get modifier? Do we assume that all adventurers can swim? Probably not dwarves, but then again, why not? So this technique evolved out of a desire to get away from that and use a benchmark number. But if it works better at your table to use characteristics and skills for for it!
I really don't like 1d4 side dice, they have a bad habit of rarely rolling up 4's. I normally go with 4d6 and x4 for % results. Exploding 1's and 6's jump jack the drama to the next level.
Rulings are the game.
Yep.
I really like this even better than DC 5, 10, 15, etc. More dramatic! In B/X I am toying with using the Ability score as a check, lift a heavy thing, roll under Strength, in lieu of any skill, roll under wisdom or intelligence, so making these more meaningful than just bonues as in 5E or complex as percentages. And I am getting more into using specific die for different things rather than collapse all rolls to a D20. I think it immerses one to know that when a certain die comes out it means something.
And that percentage you determine can be reflected in other dice than that standard D20 or percentage.
1 - Total Failure; 2 - Partial Failure, roll again (1or 2 Total Failure); 3 - Partial Success, roll again (3 or 4 Total Success); 4 Total Success. Too many rolls? That is the point, it builds suspense, especially when the players make the roll. That is how I do it, but I am an old school guy (AD&D 1e). The most important thing is only roll when it is needed - no rolling for rolling's sake.
I use different words and I’m from 2e but yes, I do exactly this.
I’ll also mark out crit, above, below and fumble for the same purpose with rarer high or low results.
I like this as well. And it keeps things moving!
@@twilightgardenspresentatio6384 And once the players get used to it, everything works out fine.
Could use a D3 1 fail 2 partial 3 success
@@weederfish9254 So a D6 - 1-2, 3-4, 5-6. That evenly weights the result at 33% - do you re-roll on the 2 until you succeed or fail?
It's such an important skill, to be able to roll (pun) with what the players want to do, even when there isn't necessarily a mechanic for it. The difference of die used could really help signal the off-road nature of the action - and that it's okay to try things, no matter if it's not on their character sheet.
And it's only done when there is no relevant skill in your system.
Oh, I'll be using on my next session...I really like the d4 odds....
👍
If this works for people then awesome. But I’m not sure how I feel about this. I think as a player I’d much prefer a roll with my ‘most relevant’ character ability (GM can apply modifiers or difficulty). This way each character has their own chance of success (so it’s not all vanilla). For example, with the river crossing i would expect a Player Character has a greater chance than their hireling, torch bearer etc. Your ruling idea (random %) is definitely quicker but very arbitrary
I get what you're saying here, and we often used characteristics and modifiers back in the day as well. What I found was that could get complicated as well: is it strength or dexterity to swim the river? Or constitution? If I wrote down as flavor that my character could swim, but it has no relevance in the game, do I get modifier? Do we assume that all adventurers can swim? Probably not dwarves, but then again, why not? So this technique evolved out of a desire to get away from that and use a benchmark number. But if it works better at your table to use characteristics and skills for for it!
thank you!
Thanks for watching!
I really don't like 1d4 side dice, they have a bad habit of rarely rolling up 4's.
I normally go with 4d6 and x4 for % results.
Exploding 1's and 6's jump jack the drama to the next level.
I've used them as well.
🥳🫂👍🏿
🙏
@ always excited to see a house rule - would love to hear about more from that era ❤️
@TwinSteel I usually have to consult with a players from those old games: I can't remember them all!
Just say no
If your players are cool with no, go for it.