• @[email protected]
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    1 year ago

    I think the wonkiest dice I’ve ever played with for this would be Eclipse Phase. It’s a “d100 under skill” system, but uses the number you rolled as degree of success. So it’s like blackjack; rolling high is better, as long as you don’t bust. That difficulty modifier can turn a roll from amazing to awful. It’s not bad, and it’s never caused confusion, it’s just funny.

    • @Skabb
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      21 year ago

      I think that’s kind of how contested rolls work in delta green. Whoever has the better stage of success wins (better stages are lower numbers), but if you both have the same stage of success, the one who has the higher number wins. It gives the edge to those with larger numbers in a skill, since they have more numbers that are higher than what the other person could get and still remain in that tier of success.

  • @[email protected]
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    41 year ago

    I’m re-learning Champions and transition from 1st/2nd edition from my childhood to 6e. It’s definitely tricky to get used to the whole system, but I love it. roll 3d6 +11 + OCV - DCV tells you DCV that you can hit…you want to roll low, not high to hit. Or just straight 3d6 for Skill and Ability checks and roll under a certain number. The only thing you want to roll high on is damage. 10d6 damage? That’s pretty common! There’s a whole diffferent science to it, but I’m really enjoying wrapping my head around it as a change from 5e.

    • @[email protected]OP
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      21 year ago

      I agree. Learning new systems and getting out of your comfort zone can be refreshing 🙂 Good thing that my DM is patient with me.