When you talk about D&D, your mind goes immediately to the european 20-sided polyhedron (that replaced Arnesonian's d6).
The typical D&D's action resolution has always been something like rolling a d20 (plus modifiers), meeting a target number or beating it, then rolling another kind of die (plus modifiers) to estabilish the damage.
Pretty easy mechanic but - especially in more recent versions - too many flying numbers IMHO.
In my Rule Set, I've decided to choose a 2d10 resolution instead of the classic d20. Why?
First of all, you have a bell distribution and not an uniform distribution.. so that results gather usually in the middle.
Second, I wanted to use a single dice roll to display both the chance and the quality - damage, in combat - of the action resolution itself.
When you roll the dice, you need to beat 2 target numbers: the first one depends on your parameters, the second one depends on your target.
To make it clear, the sequence is:
- look at the Resolution Matrix to see you target number to beat
- roll 2d10, and try to beat it
- if you beat it, take the lowest die
- if the lowest die beats your opponent's number, your action takes effect
What's the opponent's number? Well, it can be 2 things: a static Saving Throw (ST) against spells/missiles, or the Armour Rating (AR) against physical blows.
The typical D&D's action resolution has always been something like rolling a d20 (plus modifiers), meeting a target number or beating it, then rolling another kind of die (plus modifiers) to estabilish the damage.
Pretty easy mechanic but - especially in more recent versions - too many flying numbers IMHO.
In my Rule Set, I've decided to choose a 2d10 resolution instead of the classic d20. Why?
First of all, you have a bell distribution and not an uniform distribution.. so that results gather usually in the middle.
Second, I wanted to use a single dice roll to display both the chance and the quality - damage, in combat - of the action resolution itself.
When you roll the dice, you need to beat 2 target numbers: the first one depends on your parameters, the second one depends on your target.
To make it clear, the sequence is:
- look at the Resolution Matrix to see you target number to beat
- roll 2d10, and try to beat it
- if you beat it, take the lowest die
- if the lowest die beats your opponent's number, your action takes effect
What's the opponent's number? Well, it can be 2 things: a static Saving Throw (ST) against spells/missiles, or the Armour Rating (AR) against physical blows.
Let's say Harbrik the Dwarf is fighting against a goblin: Harbrik is the first to attack, so his player rolls 2d10 to beat a To Hit number of 12.
He gets 9 and 6, for a total of 15: that means he strikes the goblin, but first Harbrik needs to beat goblin's leather armour.
A leather armour has an AR of 3, so the lowest die - a 6 - easily beat it and the goblin takes the damage.
He gets 9 and 6, for a total of 15: that means he strikes the goblin, but first Harbrik needs to beat goblin's leather armour.
A leather armour has an AR of 3, so the lowest die - a 6 - easily beat it and the goblin takes the damage.
Now, that 6 represents the potential damage of the weapon wielded by Harbrik.. but it can't exceed the damage range of the weapon itself.
Each weapon - or monster attack - has its own damage range: to make a long story short, if a long sword deals a d8 of damage in D&D, in my game that same long sword has a damage range of 1-8.
So, if the lowest die is a 6 a long sword deals 6 points of damage, if it's a 7 you hit for 7 points of damage.
With a 9, you deal just 8 points of damage: you can't exceed the maximum (unless a particular rule says something different).
In all this process, no modifier - positive or negative - will be added.
FYI, the Action Resolution Table - used for Combat, Spells and other Actions - is just a revised version of Chainmail's Spell Complexity Table, expanded from a 12 to a 20 basys.
Artwork by Jared Hindman.