Poll Die mechanic for tabletop game. I'm having some trouble with my core resolution mechanic, specifically the balance between ease of use and achieving my design goals, so I'm polling the interwebnet.
I have a specific set of requirements for my core resolution mechanic, which rather rely on a set range of results (1 to 20-ish with some leeway) and the ability to skew the actual output of the roll up or down depending on a character's skill level (or some other input value). I have constantly vacillated over the best way to achieve this, but I really need to settle now.
I have some options, can you tell me which one you find least offensive? I do accept that none of the options are optimally simple.
Option 1: Use a pool of d8s as follows, summing the dice:
- Skill 0: Varies, but basically 5d8 keep lowest three.
- Skill 1: Roll 4d8, keep lowest three.
- Skill 2: Roll 3d8.
- Skill 3: Roll 4d8, keep highest three.
- Skill 4: Roll 5d8, keep highest three.
- Skill 5: Roll 6d8, keep highest three.
This scheme has good parts, but particularly annoys me because the mean result is 13, so any task difficulties go for 13+(whatever attribute or modifier) which seems unintuitive. I suppose "system 13" is a good name for a game!
Another disadvantage is that I can't come up with a good scheme for crits and fumbles, but I can work on that.
Option 2: As option 1, but the d8s are 'special'. In effect, the 8 face is treated as zero bringing the range down for a die of 0 to 7.
- Advantage: 'normal' difficulty is now a nice round 10.
- Disadvantage: remembering to treat 8 as 0 is probably annoying. Custom d8s are hard to come by.
Option 3: As option 2, but the result curves are mapped onto a resolution table. So, you actually roll d100 on the appropriate column for your skill rank and read off the final number. For example, at skill rank 1 a roll of 30 comes out with a final result of 6. At skill rank 5, the same 30 will get you an outcome of 13.
- Advantages: I can tweak the column at each skill rank to get ideal results. Crits and fumbles are easy using doubles on the d100 or flat ranges like Stormbringer. At skill 1, 01-04 fumbles, at skill 4 only a 01 fumbles.
- Disadvantage: It's a lookup on a table every time. Nasty, even if you stick it on your GM screen and hand everyone a copy.
Any preferences here, or any other neat resolution ideas? I'd like to avoid "I wouldn't play your steenking game" options as the whole design goal here is to incorporate a skewed result mechanic - nobody's going to tie you down and force you to play (unless you are a member of my game group! ).
Crossposted to RPG.net.