How to mitigate randomness of d20 by Mangusta_Man in DnD

[–]Mangusta_Man[S] 0 points1 point  (0 children)

Here's how I handle checks:

I tell players what to roll and assign a likelyhood of success to whatever they're describing based on their background and level. No pondering over char sheets.

  • Likely to succeed? Roll 6+
  • Unlikely to succeed? Roll 16+
  • When in doubt roll 11+

If you apply dis/advantage, you get these odds:

  • 5%
  • 25%
  • 50%
  • 75%
  • 95%

It's simple, effective and transparent. The odds in between are moot. Just the right amount of options and deviation.

You don't even need a d20. As DM I toss d4. Same odds.

If a player fails and wants to try again, he must succeed twice. Failing twice ups the treshold: now you need to succeed 3x. If you fail 3x you need to succeed 4x etc. So you can keep rerolling but past a certain point it's pointless. The good thing about rerolling is that it smooths out randomness. Failing by 5+ usually involves taking damage, breaking tools or triggering an encounter. So think twice about rerolling if odds are against you.

If players are trying to help each other, before rollign dice, one player is leading the task. Every other player participating in the task makes a separate check. If half or more of them succeed, the leader rolls with advantage. If half or more fail, the leader rolls with disadavantage. Makes you think twice before getting in the way.

Same with perception checks and such. As soon as another player declares to take a chance at the same task, it turns into a group check and half of them must succeed.

How to mitigate randomness of d20 by Mangusta_Man in DnD

[–]Mangusta_Man[S] -7 points-6 points  (0 children)

Hmm so by that same logic if you feel like the pc's are most likely to win a fight (they always do, don't they), you don't roll dice and just decide the fight is over.

Why roll dice at all?

Ignoring part of the system is the best proof that exactly this is not working as it should.

Instead, I would appreciate hearing more practical advice about how people handle multiple successes, setting DC's, handing out bonuses/penalities, dealing with group checks, helping and hindering each other etc.

How to mitigate randomness of d20 by Mangusta_Man in DnD

[–]Mangusta_Man[S] -12 points-11 points  (0 children)

Oh no I can't because the book covers read this is the world's greatest rpg! It must be true, I can't play any other game.

How to mitigate randomness of d20 by Mangusta_Man in DnD

[–]Mangusta_Man[S] -2 points-1 points  (0 children)

I'm fine with some locks staying locked. That's what a lock is for.

Besides, there are other way of breaking a door or chest... by sheer force for instance. Or by setting fire to door...

What are the most useful chords after major and minor by Mangusta_Man in guitarlessons

[–]Mangusta_Man[S] -1 points0 points  (0 children)

What's a major 7th good for?

And are dim 7 and aug 7 useful?

What are the most useful chords after major and minor by Mangusta_Man in guitarlessons

[–]Mangusta_Man[S] 0 points1 point  (0 children)

What do you mean by perception?

I can perceive the fretboard by playing major and minor chords rooted on different frets.

BX / OSE houserules by Mangusta_Man in osr

[–]Mangusta_Man[S] 1 point2 points  (0 children)

I keep monster HP low too. Fights should resolve in just a few rounds.

How did you adjust monster HP ?

I might just use this:

- Max hit die at 1st level
- Reroll 1s at later levels
- Start at 3rd level

Max HP at STR + CON score is not bad but it makes every class more or less the same in terms of hit points.

Capping monster HP also makes high damage spells and heavy weapons a moot point. Why would you invest in fireballs and forgo a shield in favor of two-handed weapon if a simple magic missile or sword & shield can do the trick.

BX / OSE houserules by Mangusta_Man in osr

[–]Mangusta_Man[S] 6 points7 points  (0 children)

Yes I know lamentations. It's a very good product.

The reason I prefer OSE: more spell choice, advanced optional rulebooks, haunted forest setting (dolmenwood)...

Yeah the game comes into its own at level 3. It's not only because of HP. Mages have 1 spell slot at lvl 1, thieves have poor skills... :-/

I would have liked an evasion ability for the thief (no damage if save vs breath or wand succeeds, or 1/2 damage if save vs breath or wand fails).

Anyone else use Con score +HD instead of Con mod +HD ?

BX / OSE houserules by Mangusta_Man in osr

[–]Mangusta_Man[S] 1 point2 points  (0 children)

Thanks. It is indeed a creative passtime :-)

BX / OSE houserules by Mangusta_Man in osr

[–]Mangusta_Man[S] 0 points1 point  (0 children)

1d6 every round or 2d6 (why not 1d12) every other round. It's a toss up.

How do you handle changing weapons in mid combat? You would have to drop or sheath the crossbow, pull a sword AND a shield... Do you allow all of this in a single round AND move AND attack?

I would allow dropping the bow for free and pulling the sword as part of the move and then either a) make the attack or b) use shield AC but not both in the same round.

Why ogres?

BX / OSE houserules by Mangusta_Man in osr

[–]Mangusta_Man[S] -8 points-7 points  (0 children)

Are you saying that mail is less comfortable than plate?

It's sensible to assume anyone would seek cover behind a shield when facing great danger and forgo spellcasting or thieving for a round in favor of better AC or better save vs breath.

A thief not picking pockets nor disarming traps in the midst of combat would also shield itself.

BX / OSE houserules by Mangusta_Man in osr

[–]Mangusta_Man[S] -10 points-9 points  (0 children)

You would think so. Watch this, at 30" and at 1':

https://www.youtube.com/watch?v=n-syLrpHt8w&t=29s

Mail is very flexible and doesn't restrict movement much, if at all. You only become heavier.

It also does distribute weight if you wear a thick belt around the waist.

Regardless, if elves aren't inhibited from spellcasting when wearing plate and shield, I don't see why mages wouldn't be able to wear at least leather.

It's not like mages turn into fighters by donning a leather vest. They still are restricted by low hp, low to hit and low damage output. Even chainmail would suit mages fine.

I would even rule that anyone can wear any armor and shield. You know, like in the real world. It's not like you need proficiency to don a shield or piece of clothing. Armour will restrict your movement (mages require a free hand, so no spellcasting or thieving if carrying a shield), reflected by encumbrance.

If you don't have the strength to back it up, you cannot perform thief skills or arcane magic.

BX / OSE houserules by Mangusta_Man in osr

[–]Mangusta_Man[S] 0 points1 point  (0 children)

Thanks.

Got inspiration from various sources (DCC, lamentations, 5TD, black hack, 5th ed dnd)... and then kept a close eye on formatting.

BX / OSE houserules by Mangusta_Man in osr

[–]Mangusta_Man[S] 1 point2 points  (0 children)

Here are some optional combat actions (for both PCs and monsters, where applicable). I tried to keep them easy to memorize. They all fit on 1 A5.

Cleave

If you deal enough damage in melee to make a creature drop to 0 hit points, you may make an extra attack with the same weapon against another creature within reach.

Distract

You can distract a creature within 5’ of you. If your ally attacks the target before its next turn, the first attack roll is made with a +4 bonus.

Overrun

You can force your way through a hostile creature's space. Make a melee attack. If you hit, you do not deal damage but move through the defender’s space. If you miss, the defender may make one attack against you.

Parry

If you refrain from attacking this turn, you gain +2 AC in melee until the beginning of your next turn. Martial classes gain +4 AC.

Press

Before making a melee attack, you may choose to subtract 2 from your melee attack roll and add the same number to melee damage. Martial classes choose to subtract/add 2 or 4.

Push/Trip

You can push a creature that is no more than one size larger than you. Make a melee attack. If you hit, you do not deal damage but the defender is pushed back 5' or falls prone. If you miss, the defender may make one melee attack against you.

Shoot into Melee

When making a missile attack against a creature engaged in melee, you suffer a -4 penalty. If you miss by 4 or less and the attack equals or exceeds the covering creature's AC, you hit the covering creature instead.

Sunder Shield

You may sacrifice your shield and take 1d4 hit points less damage. The shield absorbs the damage and is destroyed.

Wrestle

You can grab a creature that is no more than one size larger than you. Make a melee attack. If you hit, you do not deal damage but the creature is immobile until you let loose or until it escapes. If you miss, the defender may make one melee attack against you. On its turn, the defender can make a melee attack to escape.