|By Stephen Fabian|
- Skills just "feel right" with a science fiction roleplaying game. So I need skill checks.
- I thought a unified mechanic would be a good fit for a rules-lite game. Simple where possible is better here.
- I don't like very well the Hill Cantons stat checks that I'd been using in my games heretofore for math reasons I'll explain.
- The 1d6 system is a good fit mathematically with the constrained stat bonuses of OD&D prior to the unconscionably profligate stat bonuses of the Supplement I (Greyhawk).
- 1d6 gets used for a lot of things in OD&D like hit dice and weapon damage, but also skill and stat check adjacent activities, such as accidentally triggering traps, searching for secret doors, opening stuck dungeon doors, and so on.
General Philosophy of Stat and Skill Checks
- They are only made where the result is in question, and where success or failure matters.
- They are never made for trivial things, or where success (or failure) is a foregone conclusion, or is uninteresting.
- As an informed gamble, the player is always informed, in advance of the decision to roll, of the difficulty of the roll.
- As an informed gambel, the player is informed to the extent possible, of the results of a success and failure. Sometimes a failed check just means that one way forward is closed. But sometimes a failed check brings with it further danger or a worsening of the situation.
- Sometimes the Sholari (DM) will simply say, "Your character can't do this. It's not possible."
- Stat and skill checks are not the motor of the game. You can easily go a session without a single stat or skill check.
- It is often smarter to avoid a stat or skill check through roleplaying ("fictional positioning"). If you can get something free, there is no need to gamble for it.
- There is no separate perception stat, because stat rolls are not the normal way that information becomes available to players. Players normally learn about the environment through the Sholari's descriptions and by asking the Sholari questions.
- Unopposed checks are tests against your PC’s skills or stats where what sets the level of difficulty are the circumstances of action, inanimate objects, or natural forces.
- Opposed checks are tests against your PC's skills or stats where what sets the level of difficulty is the skill or stat of the sentient being you oppose.
Stat and Skill Modifiers
Optional Mixed Results Protocol
Mathematical Comparison with the Hill Cantons Method
|Hey, wait a minute, Jorune has these guys too|