| Post/Author/DateTime | Post |
|---|---|
| BronzeBeard10-17-04, 07:25 AM | When you enter the world of fantasies you obiouvesly use dice to determined what kind you made in the attempt to: break a door down, break a man down, cast a spell and others. While in the first couple o' levels you will use small numbers (like 1d4 for magic missile, 1d6 for crossbow bolt and etc.). Advancing towards higher levels will require the use of more and more dice rolls (per attemp of one specific act) until at the epic levels you will have to roll a 54 DC Reflex Save vs. some wizard's 20d6 fiendish metamagic lightning or that barbarian's favored fire keen acid vorpal +2 axe. The Unearthed Arcana and the Epic Handbook suggest the use of either the bell curve varient rule (means average roll: 1d4 = 2,3 ; 1d6 = 3,4 ; 1d10 = 5,6 ; etc.) or the use smaller dices roll - 14d10 becomes 1.5d10 and the like. Both this rules are not suitable for me and my campaign. And so I made this roll. The role is pretty basic. The example is in the (). whenever you have to roll something that is way over your number of dices (16d10 + 9) you: A. Calculate the lowest roll possible, usually by multipling the number of dices by 1 ( 16 * 1 = 16). B. Calculate the highest roll possible, usually by multipling the number of dices by the kind of dice ( 16 * 10 = 160). C. Roll 1d10 for every digit in the number from B stage ( 1d10*100 + 1d10*10 + 1d10 = 393). D. Check, for every digit in seperate, if the digit is acceptble ( the number must be between 160 and 16 so the 3 in the 393 is not right. I rolled again and got 0. After double checking the number "0"93 is acceptble. E. Add other numbers (93+9=102). I admit that this system requires the time and will slow every game, but it will serve very good in preserving the epic adventure atmosphere ( at least, more than the other 2 rules). Check, plz. |
| BronzeBeard10-17-04, 10:30 PM | guys? no comments? |
| Dartanel10-18-04, 12:47 AM | Well, once you've done a and b, you could just roll a d100, multiply by the varience (160 -16 in this example) then divide by 100. The downside to both these systems (or maybe not) is that it reduces the averageness of your results. Meaning you get extreme highs or lows more often. |
| BronzeBeard10-18-04, 07:24 AM | That would have worked unless the point of the varient was all about non-average results. Thx anyhow. |
| Xarian10-18-04, 10:33 AM | This method reduces every roll to roughly the same randomness. It also has a lot of rerolling. I give it a thumbs down. |
| BronzeBeard10-18-04, 08:35 PM | No it doesn't. In fact - it is more random than the normal roll since by rolling 3d6 a couple of times you'll get more 10's and 11's than 18's or 3's. While in my rule it will be equally chanced for any number. |
| Kem10-18-04, 11:18 PM | No it doesn't. In fact - it is more random than the normal roll since by rolling 3d6 a couple of times you'll get more 10's and 11's than 18's or 3's. While in my rule it will be equally chanced for any number. However that average result is the idea behind the setup. The larger the number of dice, the closer to the average is it supposed to be. If you do this I highly recommend redoing the damage spells that this would effect and use it BEFORE you get to epic also. You will also find that this type of damage system will favor Sorcerers and other casters who have no need to prepare spells ahead of time (IE using a spell point system) as a Dud spell is rather likely and with so few "shots" it greatly reduces the effectiveness of spells that do damage in this method for a caster that needs to prepare spells ahead of time. Another solution is to reduce the dice done but increase the add on. 40d6 turns into 20d6+70 for example. Keeps the dmage up there but makes it harder to dud a spell :) |