CrunchNow that we have established the proto-skill system of AoEs, we need to have a means of determining what happens when Joe or Jane Player can’t quite convince the Referee that their Space Specialization should let them know if a local plant is poisonous.
Over at Delta’s D&D Hotspot you will find one of my favorite formulas for attack rolls:
d20+HD+AC ≥ 20I want to incorporate the basic gist of this idea. When making any kind of roll involving what RPGs generally call a “skill,” including combat, a character succeeds when the player rolls a d20 adds their bonuses and arrives at a total of 20 or more.
This necessitates determining what a base success looks like. In SWL there are three places where we can start to get an idea of how often a player can expect to succeed: Combat, Turning Undead and Thief Skills.
- The average AAC of all the monsters in SWL is 13.
- A 1st level cleric needs a 10+ on 3d6 to Turn a Skeleton, a 13+ to Turn Ghouls & Zombies, a 15+ to Turn Shadows & Wights and a 17+ to Turn a Wraith.
- A Thief has a 1 in 6 chance for most skills, the exceptions being Hear Noise (3 in 6), Read Languages (4 in 6) and Climb Walls (5 in 6). Demi-human Thieves have some skills at 2 in 6.
Translating that into a d20 roll means a 14 or a 15 + bonuses to arrive at 20+ in our formula.
This means I have wiggle room to assign variable “Base Action Bonuses” to each class:
- Fighter +7
- Cleric +6
- Magic-user +5
In addition, I am toying with the idea of allowing the spell-casters to use their spells multiple times per day with two different options:
- To use a spell immediately requires a successful roll.
- To use a spell that will automatically succeed requires 10 minutes to cast.
To sum up, everything in this SWL + SF mash-up will rely on the following formula:
Success = d20 + Base Action Bonus + Situational Bonuses/Penalties ≥ 20.This also opens the door to this formula:
Critical Success = d20 + Base Action Bonus + Situational Bonuses/Penalties ≥ 30.
Post a Comment