Quick Resolution Mechanic
Basics: Roll
d10+relevant stat and any other reasonable bonuses (arrived at by mutual agreement) VS. Referee roll
of d10+modifier (based on situation/adversary). Obviously the higher
the mod, the more it cancels character's bonus, making it a wash. It can exceed the character's bonus, meaning the character is relying on dumb luck and/or divine providence.
Here's where it gets
interesting
If the character
should succeed and his roll is a 10, note what was
specifically rolled for, ie sneaking, high jumping, bluffing, etc.
From then on, whenever that conflict is tested again, the player
rolls a d12 instead of d10. Anytime a d12 resolution check succeeds
and is a 12, note a +1, +2, and so on, beside the check. From then
on, that modifier is added to the player's d12 roll. The maximum bonus is
+5.
Please feel free to offer comments and (constructive) critiques.
I like it because it fits the feel and gamey quality of the looser versions of the D&D rules.
ReplyDeleteThanks, Charlie. I was going to say more about it here, but I think I'll just make a follow-up post. Stay tuned.
ReplyDeleteThe improvement through rolling maximum is a handy feature, as in its own way we see the character's skills improving without having to buy them. It's sort of like a mechanic I'd been fooling with before, in that all characters use the same Saving Throw table, but their saves only improve per level per experience. So surviving poison would make the character more wary of its threat next time around.
ReplyDeleteThis might not make sense from the blunt presumption that passing a save just reduces the consequences. I imagine passing a Save vs Dragon Breath would be akin to barely dodging the majority of the blast and getting singed, and Saving vs Poison as avoiding the spider's stinger entirely.