In this system, Attribute Checks will function with probabilities more akin to Saving Throws.
Because of the higher chance of failure, the GM must call for checks less often, simply saying "yes" whenever a competent adventurer would be likely to succeed at a task. When the result is clearly uncertain, make an attribute check.
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To create Attributes during Character Generation, roll 1d6+3 for each Attribute. (If your rules increase Attributes when a level is gained, roll 1d6+1 instead.)
To make a check, roll under your Attribute score on a d20.
Difficult tasks add d6s to the roll. Skills subtract the results of d6s from the roll, 1d6 per point in the relevant skill.
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Ah. I've been using a similar system for a while now. The bit about adding/subtracting d6s is a great idea for expanding the mechanism to allow for difficulty adjustment.
ReplyDeleteI feel like to make the mechanism really shine, the dice should be color-coded so that the roll can happen all at once. The malus dice should be black or dark red, while the bonus dice should be sparkly blue.
This is very much my RPG naivety showing through, but what actually is the difference between saving throws and attribute checks? I've been treating everything with a roll based off the most relevant attribute for interacting with the environment (whether it be actively or reactively). Is there a bigger gulf between the two terms?
ReplyDelete