Degrees Of Success & Advantage/Disadvantage
Today I wanted to go over my thought process over the inclusions of Degrees of Success, and my personal take on Advantage / Disadvantage.
Degrees of Success
I love degrees of success as a method for failing forwards and winning backwards, and I wanted to have a method of doing it that (unlike systems like PF 2e) did not require that I make unique effects for ever action available. This just was not possible for how I handle spells and magic. So, my solution is to rely on the d20 itself. Degrees of Success do not look at the end result, purely at the natural roll on the dice.
Natural 20s and Naturals 1s work like they do in most d20 systems, automatic successes and failures. My systems introduces Natural 7s and 13s. Natural 7s are failures with a boon, like missing an attack but leaving the enemy open for the next attack. Natural 13s are success with a bane, such as landing an attack but fumbling your weapon in the process.
None of these care what the total result of the roll is, but I think it leaves rolls more open for flavorful moments both from the GM and the players.
Advantages & Disadvantage
I don't like roll 2d20 and taking the highest. It's too much. So, instead, I just apply it as a flat bonus or penalty. +/- 1, 3, or 5. That's it. If you as the GM want to add a touch of randomness, have the player add, or subtract, 1d6 to the roll. This gives room to give out advantage without it blowing results way out of proportion, but have it be a sliding scale that can give more or less depending on what the player is doing.
Get No Lords (WIP)
No Lords (WIP)
An NSR game
Status | Released |
Category | Physical game |
Author | RockDwarf |
Genre | Adventure |
Tags | Exploration, Tabletop role-playing game |
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