Just to share, I've decided to modify this new method a little for my own uses:

I changed the standard TN from 9 to 10, and instead of converting the old system "roll 6 or less" to "roll 2d6+5" it will just be 2d6+6. In other words, the rules "everyone starts with 1 point in (almost) each skill" remains the same, and I just increased the TN by one so that the math stays the same. So a level 1 Cleric with a Dex of 10 will roll 2d6+1 vs. TN 10 when trying to use Sneak, for example. Whereas a level 1 Specialist with 16 (+2) Dex and 4 points in Stealth (for a total of 5) will roll 2d6+7 vs. TN 10.

Seems like a pretty flat result for the specialist, he is going to make that 97% of the time or something. idk somehow mods over about 30% of the max roll just seem to overpower the random element for me. i.e. on a 2d6 a bonus of 5+ seems too heavy. You looked at a 3d6 curve though right, and that was tougher to integrate?

Really if it works at the table and makes sense in your head that's all you need.

I'm going to take a page from West End Games D6 Star Wars and have the character roll 1d6 for each skill point, max will be 6 dice. So a char with Stealth of 3 would throw 3d6 and to succeed any one die needs to come up 1. That way even with maxed out skill of 6 there is still a chance of failure. And it still allows everyone a 1 in 6 chance to do anything, I like that.

I'm considering allowing an additional die for ability mods to be used. With the 6 die max this would give the char a higher chance of success early on and it would max out the skill dice sooner effectively giving them more skill points latter on. Idk again though, it might make abilities too weighty.

]]>I changed the standard TN from 9 to 10, and instead of converting the old system "roll 6 or less" to "roll 2d6+5" it will just be 2d6+6. In other words, the rules "everyone starts with 1 point in (almost) each skill" remains the same, and I just increased the TN by one so that the math stays the same. So a level 1 Cleric with a Dex of 10 will roll 2d6+1 vs. TN 10 when trying to use Sneak, for example. Whereas a level 1 Specialist with 16 (+2) Dex and 4 points in Stealth (for a total of 5) will roll 2d6+7 vs. TN 10.

]]>I have compared the two systems and they match up rather well, with the 2d6 method having a higher chance at lower ranks but a lower chance at higher ranks.

Regular "X out of 6" method chance of success Compared to "2d6+Mods" TN of 9 chance of success:

(1/6) 17% | 28% 2d6

(2/6) 33% | 42% 2d6+1

(3/6) 50% | 58% 2d6+2

(4/6) 67% | 72% 2d6+3

(5/6) 83% | 83% 2d6+4

(6/6) 97% | 92% 2d6+5

In addition, of course, the 2d6 has a wider range with the addition of ability modifiers:

TN 9 TN 12

2d6-3 3% 0%

2d6-2 8% 0%

2d6-1 17% 0%

2d6 28% 3%

2d6+1 42% 8%

2d6+2 58% 17%

2d6+3 72% 28%

2d6+4 83% 42%

2d6+5 92% 59%

2d6+6 97% 72%

2d6+7 97% 83%

2d6+8 97% 92%

So would a Specialist with 6 ranks in Stealth instead add +5 to the 2d6+Dex?

I think your Cooperative Rolls idea works just fine.

That's correct. So the Specialist would succeed on 4+ unless Dex modified the roll. So this leaves slightly worse odds than the 1D6 system where a 6+ rating would only fail on box cars whereas in this case the Specialist can fail on snake-eyes or a three. I like the the effect of the curve though, as it creates diminishing returns on greater mastery. It's realistic to have improvement for a master is less dramatic than someone of lower skill.

The two dice leave room for Cooperative Rolls which I like too, thanks.

]]>I think your Cooperative Rolls idea works just fine.

]]>You should take the time to define consequences for each skill but there aren't so many so it shouldn't be bad.

For example, with Open Doors a 7-9 success could cause you to roll for a random encounter because you opened the door but caused a frightful lot of noise.

]]>That's how I would have handled your crowbar situation, anyway.]]>

It made sense at the time and they managed to get the 12+ target number so everyone was happy. Any thoughts on a way to add help from cooperation to a skill roll? Either in this model for skills or the normal D6 method.

]]>That being said, I must admit that this system is very appealing from a purely mechanical point-of-view and I think you have the probabilities pretty much nailed.

]]>I prefer using a 2d6 system for the skill checks. I use two target numbers for success: 9+ and 12+. The 9+ is for any task that is reasonably associated with the class and the 12+ is for stuff that is unfamiliar. So a fighter or dwarf would need a 9+ to kick down a door and a wizard or elf would need a 12+ (based on the image of the elf beside the class description in the rules book). These can also be used to fit different difficulties, such as 9+ for the stuck door and 12+ for a locked door.

All stat bonuses (and penalties) apply and, thanks to the nifty curve, the bonuses each race or class use to get for their 1D6 roll works perfectly fine for their new 2D6 roll. So a Halfling who would normally use stealth on a 5 in 6 chance (1 that everyone gets + 4 for being a Halfling) now receives a +4 on the 2D6 Stealth roll. When you factor in the +1 Dexterity Bonus for a Halfling your get a successful roll for Stealth on a 4+, which doesn't fall too far outside of the 5 chances in 6 that they have now. Specialists can just record where they put their points for bonuses to rolls. No other changes necessary.

I tried D20 hacks to skills based on Saving Throw mechanics and 3D6 hacks based on something I've been working on but the 2D6 integrates the best into what is already in the rules and requires the least amount of work to adapt.

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