Luky Dice Roll [Archive] - Wizards Community

Post/Author/DateTimePost
duca88

04-11-07, 02:09 PM
in our group we wish to render the game like a D&D novel
and for this reason we will produce a more talked game with less dice roll

according to our idea we have thinking to introduce at the beginning of each combat a luky dice roll , let me explain it:
all the PGr roll a d10 ant the roll represent theyr luky during the fight , then we will base the game on personal action description , all the pg will describe theyr action according to their luky.

this will render the game more fast and more descriptive , but also render the DM work more complex

what do you think about it?

sorry for may terrible english :(
RobbyPants

04-11-07, 02:16 PM
I'm a little confused about the system. Could you go into more detail? Is the idea that each player rolls 1d10, and that is the only roll in combat? Or is the idea that this luck roll gets added to other rolls in combat?
duca88

04-11-07, 02:20 PM
sorry...... :(
i'm not a good english writer

all the pg roll a single d10 at the beginning of the combat and then they will not roll any other dice during the fight

than all the pg describe all the action of the fight according to the luky roll ( the DM will controll and describe the respons of the enemy)
RobbyPants

04-11-07, 02:33 PM
Does the DM roll 1d10 for all the monsters too?

How is success/victory determined? Which side rolled the highest? Or which side rolled the highest total? Does the power (character level) of the character factor into his luck?
For example: if an 12th level fighter rolls a 1 and a 1st level fighter rolls a 10, who wins? I hope it's not just determined by the die roll.
Gunz

04-15-07, 04:10 PM
As I understand it, he wants to create a system in which the players roll a d10 at the start of combat, and then describe combat based on that roll. I think they describe the entire combat, not round per round. This has an obvious fun and RP factor, but I pity the DM. It will be very hard to balance things. Like, if the rogue rolls a 10, can he say: "I run up on the dragon's tail, tumble over it's wings, climb on it's neck, swing over his head and stab him right in the eye, doing massive damage and rendering him half blind." That'd lead to quite ..erm... interesting situations :)

I think it's a fun idea, but you will need to make very clear what you can and can do and when you can('t) do it. Even then, it will take some time to work.

Of course, if you use this system, you can just throw the Core handbooks out of the window and only use a D10. A bit like that other system, I forgot what it is called (True D20? Mutants and Masterminds is based off of it).
Tichondrus

04-15-07, 04:31 PM
: "I run up on the dragon's tail, tumble over it's wings, climb on it's neck, swing over his head and stab him right in the eye, doing massive damage and rendering him half blind."

I can bet my soul that if they are going to play like that is because players are far more mature than that.

About what duca88 said:
It sounds good, it'd be a nice idea to do 2 rolls.
A primary and a seccondary one.
That way, when both players/monster have the same number, the seccond die decides who was lucky.
I've played with a similar system a few times, and believe me,it is rewarding and it's really easy for the DM as soon as you let go of numbers and focus on storytelling.

What is your native lenguage?
Gunz

04-15-07, 04:36 PM
I was kind of exagerating, a lot, like. :p All I meant that with a system like this there's got to be some basic guidelines and agreements (even one as simple as "Don't be ridiculous"). But I agree, if they use this kind of system, they'll probably be mature enough to use it without too much need for rules. I guess it will be mostly a thing of experience.
RobbyPants

04-16-07, 10:36 AM
Well, as a general rule, I'd suggest agaisnt this. Using a rule like this basically stops the game from being D&D, and it becomes something else entirely. This type of rule gets rid of over 90% of the core material.

Even still, if you go ahead with it, I'd suggest rolling two dice for the luck roll (like 2d6) to keep the results more "average" with the bell-curve.
TrueGamerOmega

04-16-07, 03:35 PM
Does the DM roll 1d10 for all the monsters too?

How is success/victory determined? Which side rolled the highest? Or which side rolled the highest total? Does the power (character level) of the character factor into his luck?
For example: if an 12th level fighter rolls a 1 and a 1st level fighter rolls a 10, who wins? I hope it's not just determined by the die roll.

Don't be so over-analytical.

It sounds like an interesting and fun idea to do a 'luky' roll. I like the systematic form of DnD where everyone has skills, stats and etc. But I bet that would be fun as well. It seems like it'd be a lot of creative control. As opposed to "I can't have a jackal as an animal companion because I don't have Sandstorm T_T" or "Hey! My self-made class's attack works like this (insert complex physics equation that makes no sense in any form of practicality) so let me use it."

I tend to RP most of the game. Like for example, if someone has a Grapple of 35 I'd rather not have them roll out each and every towns person they decide to rip in half when most probably they will succeed everytime.
calronmoonflower

04-16-07, 04:40 PM
You could use the rules that I found in a on-line D&D games easy setting.

All player's rolls have a minimum of 1/2 the dies number.

All monster's rolls have a maximum of 1/2 the dies number.

This would still leave a little randomness, but nerfs the monsters allot.
RobbyPants

04-16-07, 05:36 PM
Don't be so over-analytical.

It sounds like an interesting and fun idea to do a 'luky' roll. I like the systematic form of DnD where everyone has skills, stats and etc. But I bet that would be fun as well. It seems like it'd be a lot of creative control. As opposed to "I can't have a jackal as an animal companion because I don't have Sandstorm T_T" or "Hey! My self-made class's attack works like this (insert complex physics equation that makes no sense in any form of practicality) so let me use it."
If I'm understanding this system correctly, all that is taken into account is the number rolled on d10. Combat has nothing to do with equipment, tactics, level, or any number of other variables.

So what's to stop a 20th level wizard from getting killed by a kobold if the wizard rolls a 1 and the kobold rolls a 10? I don't consider it a matter of over-analyzing so much as questioning the point of changing D&D this much. At this point, it becomes an entirely different game.
tedopon

04-16-07, 06:55 PM
The first DnD games I played used this system. Actually, it was each round you rolled opposed d10s, not that different though. Wow, I feel old, that was back in the late eighties. Anyway, it didn't go too well for us. We had stuff like 3rd level characters killing adult dragons. A 1st level thief character killing the rest of the party (levels 3-7). Leprecauns murdering an entire seven man party of 10th level characters.
Wow, that was a lot of fun. :)
Go for it, until you are comfortable with the game, then slowly add more complexity until you get where you want to be. That's what we did, and I've been playing now for nearly twenty years.
duca88

04-17-07, 08:49 AM
hi
first of all ,sorry if i'm late in answer but i was very buisy with a school projet

If I'm understanding this system correctly, all that is taken into account is the number rolled on d10. Combat has nothing to do with equipment, tactics, level, or any number of other variables.

So what's to stop a 20th level wizard from getting killed by a kobold if the wizard rolls a 1 and the kobold rolls a 10? I don't consider it a matter of over-analyzing so much as questioning the point of changing D&D this much. At this point, it becomes an entirely different game.

the important element of the sistem is the DM infact he has to consider all the situation of the action and havs to equilibrate all the raund

character can use their special ability or tactics , and the description of their action and of their tactics is important

the d10 represent an avarege that means that if you roll 1 you will probabily make one attack with extra damnage and 10 attack with less damnage.

in wizard exemple the wizard could not be killed by the cobold he infact has losts of ability and spell he can use for exemple fly spell
RobbyPants

04-17-07, 09:46 AM
Okay, that makes more sense! :)
duca88

04-17-07, 10:59 AM
Go for it, until you are comfortable with the game, then slowly add more complexity until you get where you want to be. That's what we did, and I've been playing now for nearly twenty years

the sistem is a way to render the combat fast and more beautyfull , with the perfect description of the action , in all our dungeon ( we started palying in 2000 ) combat take too much time and we were not happy about these.

really in our camping D&D sistem is quite changed for exemple our armor class is different , initiative with d10 , luky dice roll, different pg experience, metamagic and life sistem more complex ...

if you want i can create another post with our different hose role
planetouched

04-19-07, 08:20 AM
What's the point of feats? Or spells. Hell, stats even? It takes the fun and free will out of combat. As a CAd ninja, I enjoy working my ass off for every inch, amazing my comrades and surprising my enemys with an artistic battle style. With this system, I can no longer be creative; that power is given to the DM, who is still kinda ****** that I took the top of the ice cream (the best part). I just don't see how you're going to keep fighters high BAB, and grant SA, or even extra XP for creative battle...