Dragon Warriors
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d7,3
http://www.libraryofhiabuor.net/forum/viewtopic.php?f=4&t=91
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Author:  Dreadnought [ Thu Mar 26, 2015 6:01 am ]
Post subject:  d7,3

Getting ready for Conquest next week (where I will be running a Dragon Warriors game) I was going through one of my roleplaying bags and found out that at some previous con I purchased a d3, a d5, a d7, a d16, a d24, and a d30.

I'm now trying to think of ways to use these in my DW games...

Unusual weapons with different ABRs...

Using a d24 for combat rolls when drunk or a d30 when really really drunk...

Any ideas?

Author:  Kharille [ Thu Mar 26, 2015 11:51 am ]
Post subject:  Re: d7,3

Those are higher armour bypass dice. Maybe if we revised the whole system it might work...

I can't remember when do do 2d10 and when to do d20. I think I'll use d20 for everything if I ran my own game....

Author:  Cobwebbed Dragon [ Thu Mar 26, 2015 12:02 pm ]
Post subject:  Re: d7,3

Kharille wrote:
I can't remember when do do 2d10 and when to do d20. I think I'll use d20 for everything if I ran my own game....


Interestingly, I took the opposite approach, and used 2d10 for everything when coming up with my house rules. I liked that when you first start training, you get better quickly (each additional point of gap between Attack and Defence (or whatever) adds much more to the probability when you're in the lower range than it does in the higher range). Meaning as you get _very_ good, the rate of progression slows (but is still important, of course, when you're in combat with someone else that's very good!)

I also reset all the Att\Def scores (and others) to be 11 apart at first rank (i.e., 50% chance to hit someone of the same profession at first rank).

Author:  Cobwebbed Dragon [ Thu Mar 26, 2015 12:05 pm ]
Post subject:  Re: d7,3

Dreadnought wrote:
Unusual weapons with different ABRs...

Thinking about the other thread about unusual materials (like Crescentium Steel), use of different dice, rather than just bonuses that could be confused with magical bonuses, could be a simplistic mechanism for distinguishing materials without being too imbalancing. The jump between d6 and d8 is quite significant (well, ish...), but d6 to d7 is more modest, but still an edge...

I like it. It's the UK Games Expo at the end of May, and I might stock up on odd dice (in both senses) so I can introduce this into my own games to see how it works.

Sometimes you want something that's not as good as a +1, but is a bit better than normal :)

Author:  WodenKrait [ Thu Mar 26, 2015 9:05 pm ]
Post subject:  Re: d7,3

Quote:
Interestingly, I took the opposite approach, and used 2d10 for everything when coming up with my house rules.


I've come around to this view myself. 2d10 or, better still, 3d6 (if you can tolerate the limited number range) give a non-flat probability distribution. I think this fits most real-life situations better than d20.

Cheers,

-Kyle

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