1 - Total Failure; 2 - Partial Failure, roll again (1or 2 Total Failure); 3 - Partial Success, roll again (3 or 4 Total Success); 4 Total Success. Too many rolls? That is the point, it builds suspense, especially when the players make the roll. That is how I do it, but I am an old school guy (AD&D 1e). The most important thing is only roll when it is needed - no rolling for rolling's sake.
@twilightgardenspresentatio6384Ай бұрын
I use different words and I’m from 2e but yes, I do exactly this. I’ll also mark out crit, above, below and fumble for the same purpose with rarer high or low results.
@DDHomebrewАй бұрын
I like this as well. And it keeps things moving!
@DDHomebrewАй бұрын
@@twilightgardenspresentatio6384 And once the players get used to it, everything works out fine.
@weederfish9254Ай бұрын
Could use a D3 1 fail 2 partial 3 success
@Marcus-ki1enАй бұрын
@@weederfish9254 So a D6 - 1-2, 3-4, 5-6. That evenly weights the result at 33% - do you re-roll on the 2 until you succeed or fail?
@ZeKiwiOfTheNorthАй бұрын
It's such an important skill, to be able to roll (pun) with what the players want to do, even when there isn't necessarily a mechanic for it. The difference of die used could really help signal the off-road nature of the action - and that it's okay to try things, no matter if it's not on their character sheet.
@DDHomebrewАй бұрын
And it's only done when there is no relevant skill in your system.
@michaelwest4325Ай бұрын
I really like this even better than DC 5, 10, 15, etc. More dramatic! In B/X I am toying with using the Ability score as a check, lift a heavy thing, roll under Strength, in lieu of any skill, roll under wisdom or intelligence, so making these more meaningful than just bonues as in 5E or complex as percentages. And I am getting more into using specific die for different things rather than collapse all rolls to a D20. I think it immerses one to know that when a certain die comes out it means something.
@DDHomebrewАй бұрын
And that percentage you determine can be reflected in other dice than that standard D20 or percentage.
@WilliamFurby13 күн бұрын
I am running an RC game, and for Ability Checks I use multiple d6. 2d6 for easy, 3d6 moderate, 4d6 difficult, 5d6 very difficult. I found that's better than a d20 roll, and the players tend to start coming up with ways to make the roll easier; which is what we want in these Basic games. :)
@michaelwest432513 күн бұрын
@@WilliamFurby are you using a number to roll under or over? Or a DC number in similar scaled increments of easy, moderate, difficult, impossible!?
@WilliamFurby12 күн бұрын
@@michaelwest4325 The player needs to roll under the appropriate ability score. For example, climbing a tree in armor might be easy, so they need to roll 2d6 and get under their characters Dex.
@michaelwest432512 күн бұрын
@WilliamFurby I am finding a roll under Ability score more appealling to make them meaningful and useful in side stepping the usual DC that feels another step versus using what we got on the sheet! Thanks!
@Grumpypapa-DM7Ай бұрын
Oh, I'll be using on my next session...I really like the d4 odds....
@DDHomebrewАй бұрын
👍
@mmardh799Ай бұрын
thank you!
@DDHomebrewАй бұрын
Thanks for watching!
@age-of-adventureАй бұрын
If this works for people then awesome. But I’m not sure how I feel about this. I think as a player I’d much prefer a roll with my ‘most relevant’ character ability (GM can apply modifiers or difficulty). This way each character has their own chance of success (so it’s not all vanilla). For example, with the river crossing i would expect a Player Character has a greater chance than their hireling, torch bearer etc. Your ruling idea (random %) is definitely quicker but very arbitrary
@DDHomebrewАй бұрын
I get what you're saying here, and we often used characteristics and modifiers back in the day as well. What I found was that could get complicated as well: is it strength or dexterity to swim the river? Or constitution? If I wrote down as flavor that my character could swim, but it has no relevance in the game, do I get modifier? Do we assume that all adventurers can swim? Probably not dwarves, but then again, why not? So this technique evolved out of a desire to get away from that and use a benchmark number. But if it works better at your table to use characteristics and skills for for it!
@tdworwood14 күн бұрын
I would also say the player character has 25% chance while the hireling has no chance
@DDHomebrew14 күн бұрын
@tdworwood That's why the hireling would probably refuse to cross!
@krispalermo8133Ай бұрын
I really don't like 1d4 side dice, they have a bad habit of rarely rolling up 4's. I normally go with 4d6 and x4 for % results. Exploding 1's and 6's jump jack the drama to the next level.
@DDHomebrewАй бұрын
I've used them as well.
@TwinSteelАй бұрын
🥳🫂👍🏿
@DDHomebrewАй бұрын
🙏
@TwinSteelАй бұрын
@ always excited to see a house rule - would love to hear about more from that era ❤️
@DDHomebrewАй бұрын
@TwinSteel I usually have to consult with a players from those old games: I can't remember them all!