RJBowman


« on: December 08, 2015, 06:13:14 am » 

My exposure to role playing games is minimal; limited to a fee Champions sessions many years ago, and the reading of a few sourcebooks including the main Champions, GURPS, Shadowrun, and Vampire player handbooks and the original Marvel RPG book.
Champions, I think, is great in that you can create pretty much any character imaginable, but the method for determining success and hit points is, I think, terrible, and methods of doing similar things in other games seems just as bad.
So I decided that everything that can be done in a game that requires randomization should be doable in a single dieroll. It it should be doable with common 6sided dice that you can buy everywhere. And it should be done with three dice because that is the fewest dice that will give you a decent bellcurve distribution.
So I am looking at a pack of 12 cheep dice that I picked up at a dollar store; three colors, four of each color, and I realize that I could split this up into four sets of three dice if each set has two dice of one color, and one die of another color (to be called the "invert die"), and that would be the basis for resolution of any task that uses a player ability of any kind.
So what you do is you figure out what you need to roll to get a success; a number between four and 18. More difficult tasks require a higher roll (nicely intuitive, unlike Champions' convention of lower rolls being required for greater difficulty). Three is a failure no matter what, and 18 is a success no matter what (a steal from Champions and maybe other games as well).
What, you may ask, do you do about the hit points for a successful strike if the task is a combat move or anything else that requires hit points? That is where the third oddcolored die comes in. Your hit points are the sum of the two samecolored dice, plus 6minusoddcoloreddie (invert die). So the hit points correlate roughly to the success points but aren't always exactly the same. Have you ever been frustrated at rolling a high targeting roll, then rolling a low hit point roll? It wouldn't happen with this system. One more thing; if you roll the 18 success score, you don't invert the die, so you get to womp you enemy with the full 18 hot points.
Need something bigger than 18 hit points? Some actions will add a constant to the hit points; others will have a multiplier.
So could some knowledgeable person tell me if this system has been used before?
