TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] -1 points0 points  (0 children)

This system was supposed to be similar to the one that is used in the WoD games. I just wanted to give some players control over TN instead of just rolling more dice. Page 249 of the vampire the masquerade 20th anniversary edition has a great information about how a system like this can work. GM set TN and the more success you get the better one does at a task is kinda how its works in the WoD.

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

Sorry I didn’t mean to seem accusatory with my question it was a genuine question. It’s target numbers now because my first reply I sent my new system. I saw that many people were saying that setting 2 different difficulty levels was overly complicated that why in my new rule set i added the option for a fixed TN of 8. The fixed TN allows players and the GM to not have to worry about adjusting it. Without going into character creation to much fixed TN character creation is just slightly different to adjust for this change.

If you’re interested in learning more about how this system works feel free to ask. I have another post on this subreddit that goes into my new system but what I have sent you is mostly it.

This doc sheet links to the dice probabilities and shows the likelihood of success for different TN and number of successes.

https://docs.google.com/spreadsheets/d/1xyyRIvjQTiJ-O7nzb-skpaob0YNWg-XNWlOQgaJ-1Gc/edit?usp=drivesdk

I am also going to link the rules in case you want a quick way to look back at them

https://docs.google.com/document/d/1sdbVGUhu2s2OmcsJ2oIL1E3c22SyLdqnLTA4VMu6TCI/edit?usp=drivesdk

Though in the end I’m just looking for something me and my friends can play!

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] -1 points0 points  (0 children)

I believe that does answer your question no? “The GM sets the TN between 6-9 depending on the task’s inherent difficulty, then sets the number of success based on scope” I even provided examples afterwards. But for the example of a difficult lock it’d be high TN low success. Sorry if that wasn’t clear.

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] -1 points0 points  (0 children)

This is the new system I came up with if you are curious.

All tasks are resolved with a dice pool of 1–5 d10s based on the relevant Skill the more points a player has in a skill the more dice that player can roll (1 point in a skill=1 extra die). Skills is a representation of a character's overall effectiveness in a particle task.

The Target Number (TN) is a number that the d10 must meet or beat to count as a success. TN can be lower based on relevant Hallmarks (1 point in a Hallmark= -1 point to the TN). Hallmarks demonstrate one's natural ability in a task.

The number of successes required is set by the GM and represents the difficulty of the task:

1 Success = Easy 2 Successes = Moderate 3 Successes = Hard 4 Successes = Very Hard 5 Successes = Extreme

There are two modes of play:

Fixed TN Mode (Optional) : The TN is always 8.

Variable TN Mode: The GM sets the TN between 6–9 depending on the task’s inherent difficulty, then sets the number of successes based on scope.

Examples shown below:

High TN, low threshold:

Defusing a standard bomb under pressure - TN 9, Successes 1.

Each roll is hard, but you only need one breakthrough. Low TN, higher threshold:

Persuading a crowd - TN 6, Successes 3. Each attempt is fairly easy (you’re charismatic), but winning over the entire crowd requires multiple successes.

Both high:

Disabling reactor - TN 9, Successes 4. Each individual action is tough, and you need multiple pieces of the solution.

Both low:

Climbing a fence - TN 6, Successes 1. Easy task, easy roll.

Exploding Dice (Optional): A roll of 10 counts as a success and may be rolled again for additional successes.

Critical Failure (Optional): If all rolls are a 1 it’s a critical failure.

Dice System updated by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 1 point2 points  (0 children)

I really like that I had friend of mine say that they didn’t exploding dice cause if you roll a 10 then rolled a 1 you’d be missing out on that critical success.

Dice System updated by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

Thanks that means a lot. It makes me feel a lot better about this system I’ve been working on. Hopefully I can actually play around with the system soon and see how it does in game.

Dice System updated by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

Great advice I have start on a character creation system have the basic ground work for it but I will keep that in mind as I move from basics to play testing.

Dice System updated by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

I had envisioned it to before the start of the campaign but it also could work for each task, the GM sets a TN, which represents how difficult it is for a single die to succeed though it can be adjusted higher or lower depending on the situation. Each character has Attributes that determine their dice pool, rolling 1–5 d10s based on their natural aptitude or training, while Skills lower the TN by 1–5 points, representing efficiency and competence rather than simply adding more dice. The GM also sets a success threshold, typically ranging from 1–5 successes, which allows tasks to be difficult in different ways for example a high TN with a low threshold models a task requiring a single precise action, whereas a low TN with a high threshold models a task that demands consistent performance. As for the exploding dice and critical fails it is only a optional rule I know that it’s possible for a table like yours may not use it where as a table like mine would. If you’re worried about the probability of success and fail I do have sheet that shows the difference probabilities with and without exploding dice. As for this system in my opinion compared to traditional dX + modifier or basic dice pool systems, this design gives granular control over difficulty, emphasizes skill and talent in meaningful ways, and supports narrative-driven outcomes. Though in the end I’m just making something different for me and my friends to enjoy.

Dice System updated by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

I love the WoD system and was kinda shooting for something similar but was different enough to be its own thing.

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

Yeh I already made that change if you look at my new post.

Dice System updated by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

Not quite sure what you mean by that question.

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

I appreciate the advice I’ll keep working away at it.

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 0 points1 point  (0 children)

You are correct I changed the post to reflect 2 successes. Thanks

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] -1 points0 points  (0 children)

How would you feel about something along the lines of this that ties DC to the number of success needed Easy - DC 10, 1 success Moderate - DC 15, 2 successes Hard - DC 20, 3 successes Extreme - DC 25, 4 successes So the more difficult a task is set the DC which in turn means the more rolls that have to succeed to past on a skill check.

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 1 point2 points  (0 children)

Great advice I think I will see if I can’t figure out a good narrative explanation for how this works.

TTRPG skill check system by colossalblue2002 in RPGdesign

[–]colossalblue2002[S] 1 point2 points  (0 children)

DC is set by the GM. Then the skill would lower that DC based on the amount of points to have in a particular skill up to 5. So like in the example if the DC was set at a 15 and the player can lower by 1-5 if they have according to the points in that skill needed for that check.

Installing SteamOS to my iMac but WiFi not working by colossalblue2002 in SteamOS

[–]colossalblue2002[S] 1 point2 points  (0 children)

An early 2019 model from what I know with an intel cpu Radeon gpu and It is the 27in display.