Common & Uncommon Actions Characters Attempt
Mar 4, 2017 13:56:12 GMT -5
Admin Pete, scottanderson, and 2 more like this
Post by captaincrumbcake on Mar 4, 2017 13:56:12 GMT -5
There is a discussion over at DF ( www.dragonsfoot.org/forums/viewtopic.php?f=15&t=3180&p=1823516#p1823516 ) discussing the chances of non-thief characters doing things like, climbing, hiding, etc. I was attracted to the thread because I recently was contemplating something along the same lines. But in a simple, ODD way.
First, are the "actions" a character may wish to attempt. Regardless of class, things like trying to scale a wall, climb a tree, jump a stream, walk a rope bridge, reach a set of keys on the ground or on a wall peg, using another object (stick, stave, etc.) from behind bars, swing on a rope across a pit a la Indiana Jones, and so on, are likely to come up from time to time. Whatever the action is, it is best IMO to keep the determination factor simple. That is the job of the GM/DM/Referee.
Further dickering around with this idea led me to the 2 principle factors the ref should consider--1. Degree of Difficulty, and 2. How to determine this randomly in a dungeon. The former is intended for the ref to have a clear picture of what is being attempted, and all circumstances that might affect the outcome. The latter, is a simple way to randomly determine such difficulty in a dungeon setting, according to the actual dungeon level.
I DEGREE OF ACTION DIFFICULTY
Action Chance to Succeed
Very Easy................ 1-8/d 12
Easy/Simple............ 1-6/d 12
Some effort............ 1-5/d 12
Difficult/challenge.... 1-3/d 12
Very difficult/complex 1-2/d 12
Nearly impossible.... . 1/d 12
II DIFFICULTY BY DUNGEON LEVEL (use d 12)*
Very Easy..................L1/1-3
Easy/Simple..............L1/4-6
Some effort.............. L1/7-8
Difficult/challenge..... L1/9-10
Very Difficult............ L1/11
Nearly Impossible..... L1/12
* One could use any die (10/20) and design the range you felt best represents the difficulty factor. The above is just an example.
I'm not sure how others bitd determined how to deal with such things, but I find the above to have a simple, workable approach.
Let me know if any of you have something similar, or otherwise, and how it works for you.
First, are the "actions" a character may wish to attempt. Regardless of class, things like trying to scale a wall, climb a tree, jump a stream, walk a rope bridge, reach a set of keys on the ground or on a wall peg, using another object (stick, stave, etc.) from behind bars, swing on a rope across a pit a la Indiana Jones, and so on, are likely to come up from time to time. Whatever the action is, it is best IMO to keep the determination factor simple. That is the job of the GM/DM/Referee.
Further dickering around with this idea led me to the 2 principle factors the ref should consider--1. Degree of Difficulty, and 2. How to determine this randomly in a dungeon. The former is intended for the ref to have a clear picture of what is being attempted, and all circumstances that might affect the outcome. The latter, is a simple way to randomly determine such difficulty in a dungeon setting, according to the actual dungeon level.
I DEGREE OF ACTION DIFFICULTY
Action Chance to Succeed
Very Easy................ 1-8/d 12
Easy/Simple............ 1-6/d 12
Some effort............ 1-5/d 12
Difficult/challenge.... 1-3/d 12
Very difficult/complex 1-2/d 12
Nearly impossible.... . 1/d 12
II DIFFICULTY BY DUNGEON LEVEL (use d 12)*
Very Easy..................L1/1-3
Easy/Simple..............L1/4-6
Some effort.............. L1/7-8
Difficult/challenge..... L1/9-10
Very Difficult............ L1/11
Nearly Impossible..... L1/12
* One could use any die (10/20) and design the range you felt best represents the difficulty factor. The above is just an example.
I'm not sure how others bitd determined how to deal with such things, but I find the above to have a simple, workable approach.
Let me know if any of you have something similar, or otherwise, and how it works for you.