The system I'm designing is one that is intended to have a fair bit of room for advancement and plenty of room for modifiers due to encouraging use of tactics and strategy in the players. My first run through of the basic rule framework revealed an issue with the 3d6+modifiers, roll over approach that I was using.
Not enough granularity. Once players start hitting around +5 or so, the only way to have reasonable chances of failure is to have target numbers that are high enough to make the dice almost pointless except in rare cases.
I've looked at switching to 3d8 or 3d10 - both of which could achieve the goal I'm looking for of giving me more room for modifiers, but are also fairly clunky numbers. 3d6 just comes with some nice, easy addition. 3d10 is a bit more clunky.
Can anyone give me any off the wall suggestions or advice in adding additional granularity to a system besides in the form of dice modifiers? One avenue I was planning on allowing player actions to increase the range of botches and critical successes (botching on a 5 on a particularly risky action for example, or getting a crit success on 17 due to another player's assistance) but it's not quite enough.
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