Showing posts with label attributes. Show all posts
Showing posts with label attributes. Show all posts

Tuesday, July 20, 2010

xd6 Skill Resolution

I read here the other day - G Benedicto talking about ability checks based on rolling d6's (which makes sense since ability scores are based on 3d6) which basically looks like this:

  • 1 (E) Easy: Roll 2d6*
  • 2 (S) Standard: Roll 3d6
  • 3 (D) Difficult: Roll 4d6
  • 4 (V) Very Difficult: Roll 5d6
  • 5 (A) Arduous: Roll 6d6
  • 6 (N) Nigh-Impossible: Roll 7d6
Cyclopetron posted his ideas for this here regarding dual attribute ability checks (using the usually-orphaned d12) which looks like this:

  • Easy: 2d12
  • Standard: 3d12
  • Difficult: 4d12
  • Very Difficult: 5d12
  • Arduous: 6d12
  • Nigh-Impossible: 7d12
So Jim at carjacked seraphim puts this together:



One Ability
Two Abilities (summed)
(E) Easy
Roll 2d6
Roll 4d6
(S) Standard
Roll 3d6
Roll 6d6
(D) Difficult
Roll 4d6
Roll 8d6
(V) Very Difficult
Roll 5d6
Roll 10d6
(A) Arduous
Roll 6d6
Roll 12d6
(N) Nigh-Impossible
Roll 7d6
Roll 14d6


And so I thought I'd throw my two cents worth in on this, too. First, I think I'd limit ability checks to a single attribute, I think trying to figure out which two attributes are being checked gets terribly complicated. So the complicated long jump, oil flask thing that cyclopetron was talking about - well, I'd probably pick either strength or dexterity but make it either Arduous or Nigh Impossible (depending on exactly what he's wanting to do). Granted, you could call it either of those and use the two stats (str & dex) and have roughly the same chance to succeed.

So, I think I'd stick with the original list - though I might add a couple more categories. Here's why:

There might be opportunities for two or more characters to combine a single attribute to attempt something - especially strength (can't think of any other attributes that can be combined off the top of my head, but I'll come up with something...). So a huge bolder could be moved by three or four characters combining their strength and rolling against xd6.

  • 1 (E) Easy: Roll 2d6*
  • 2 (S) Standard: Roll 3d6
  • 3 (D) Difficult: Roll 4d6
  • 4 (V) Very Difficult: Roll 5d6
  • 5 (A) Arduous: Roll 6d6
  • 6 (N) Nigh-Impossible: Roll 7d6
  • 7 (H) Hopeless: Roll 8d6
  • 8 (R) Ridiculous: Roll 9d6
  • 9 (T) Titanic: 10d6
But...if three or more are combining their abilities, even 10d6 becomes just an average challenge (since three characters represent 9d6 in their ability scores and four 12d6). Then again, maybe that's not such a bad thing - since the idea of combining abilities would be to make a task easier.

And, of course, if I go this way, I'll completely have to ditch my last "skill resolution" ideas. But that's what this blog is all about, brainstorming the rules...





Tuesday, April 6, 2010

Multiclassing and Level Limits

So I'm tinkering with classes - what about multiclassing?

Some abilities should be reserved for only the single classed character - like multiple attacks for fighters, for example. You want to be a Fighter/Magic User - you will never gain multiple attacks. You WILL advance in your ability to attack (THAC0 or whatever), but there will be some benefits to being a straight-on fighter that will be lost to you. Likewise, you will not gain all the mage abilities (maybe the ability to create magic items and create potions and/or scrolls). It's really about balance for me - not balance as it sounds like 4e has established balance - but more about balancing the desire for making every class desirable to play - not all equal, in any sense.

So I like the idea of the single classed character, so I will choose to penalize those who want to multi-class.

Oh - and multiclasses have to accrue the full experience points for every class to gain the next level. So, at 4,500 xp, we have a Level 2 F/MU, and at 6,250 we have a Level 2 F/C/MU/T. Meanwhile, the straight up cleric is already 4th level with this many xp (6,500). Not that big a deal, I guess (I just ported it out - just attain 5th level F/C/M/T at 63,500 xp - everybody else is only at 7th - except the Fighter who's still at 6th - which was a surprise to me...). Taking a quick look at the Thief class, for example, I shouldn't have been that surprised. Since progression is roughly constantly doubling (until high levels), the multiclass is going to lag only one or two levels behind the single class (it does break out at very high levels - 3,565,000 xp for 13th level F/C/M/T - whereas with that kind of xp total, a straight up cleric will be about 24rd level and the Fighter will be about 22nd level - so maybe it works okay - IF we ever get to high levels).

So I'm looking at classes with an eye toward what will make sense as single class only special abilities (with a rationalization that only single classed characters have the time to develop some skills - it's thin, but that's okay with me).

But there's also level limits.

I don't know if I'll have some upper limit. Basic/Expert suggested that 36 would be the upper limit, though the Immortal rules pushed that boundary. In practice, I'm not sure I could enjoy a game with 20+ level characters (we had 'em, back in the day, but we were powergaming/Monty Haul-ing at the time - not sure how much I enjoyed that, even then...). So, there are practical limits - and there are mechanical limits - the practical being what I think I'm comfortable with, the mechanical being some actual ceiling I might place.

And it's all arbitrary - so what do I want? Well, I want there to be some uber powerful magic out there - so probably some uber powerful magic using beings...but as PCs, I don't know.

One idea I had was that ability scores could contribute to level limits in a very concrete way. Say, attribute times 2 indicates the level limit (hmmm, very nicely fitting into the 36 level mold) - or even attribute equals level limit (off the cuff, I like that better - in order to become a super high powered magic user, for example, you'd have to somehow get smarter - VERY, VERY smart, in fact...). That would mean that everybody would likely top out at 15th to 18th level.

So, lets push this a little farther. Multiclass can only attain one-half of attribute as a maximum level - so, F/M with STR 17 and INT 15 would top out at 8 (if I'm rounding down, which I think I would) but would have to gain both F/M experience to go from 7th to 8th level, even though magic ability stops at 7th level... No, too messy. Perhaps half of the least of the attributes? Then the F/MU would be max 7th level. Or just the least attribute - 15th level in the above scenario (thus, xp progression would be the major penalty - and the special ability differences). Or something even more arbitrary like lowest prime attribute MINUS THREE or something... I'll mull this over a bit more.

So - multiclassing doesn't really seem to slow character progression all that much, so there should be some other penalties, in my mind, for the mutliclass.