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aneirin wrote:Hello, been thinking of starting a game and doing some test rolling and noticed once you get to level 4, especially with 2 specialities, you are getting over 21 rather easily. I have been thinking of making it so every level after level 3 doesn't get you a die 6, but a die 4, and specialty dice are applied to die 4's before 6's. If you have a penalty die though, you remove a d4 before rolling and apply bonus die to your 6's if there are no 4's left.
Some test rolling is coming up with.much better numbers this way, what do the rest of you think about this? I can see full plate causing a problem due to the amounts of degrees of success needed. But I will just tell my players to play smart. Use teach to cost them dice, reckless attacks, knocking them over or getting someone to help or grab them.
aneirin wrote:It is not so much the high rolls that bother me, it is the chance of failure, how often someone rolls under 12. It doesn't seem to happen a lot and success seems guaranteed in many cases, unless an unskilled person tries it. But a party will always send a skilled person for the test. The only way to bring failure into it is to orchestrated it so people take checks.they aren't trained in. Or to day to every test, oh, you need two degrees for it to do what you want rather than succeed. After all, the stories are all about people failing! I want more failure
And a bonus die isn't really a plus one, with 4 test die and 2 bonus, you have a very high probability of a one and a six, leading to a maximum plus 5 and a very high chance of a plus 1. With.there being an equal chance of getting a higher number and taking into account that you may not roll a one, bonus die are closer to giving plus 3 or 2.
4 test die average 14, with two bonus die you are looking at 19 to 20 which gets very close to heroic. People are looking at doing heroic actions.close to half the time, or possible half with modifiers. (though may need a statatician to work out bonus die bonuses as I am sure more bonus.for would provide diminishing returns, each die providing less of a bonus.
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