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Post by mao on Mar 26, 2020 6:18:49 GMT -5
My method for these was each player rolls a d6 (which on average will yield a result of 3.5). these numbers are totaled and compared to a tsarget number of between 3 and 4.
I don't remember a lot of ways I used this but it can be used for surprise, perception, or remembering a piece of info that the players and not the characters have forgotten.
What do you think of this?
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Post by The Perilous Dreamer on Mar 26, 2020 23:14:41 GMT -5
My method for these was each player rolls a d6 (which on average will yield a result of 3.5). these numbers are totaled and compared to a target number of between 3 and 4. I don't remember a lot of ways I used this but it can be used for surprise, perception, or remembering a piece of info that the players and not the characters have forgotten. What do you think of this? So if ten players rolled the average of 3.5 but the target number was a 3.6, then they would fail if they were rolling high or succeed if rolling low. That is interesting. I wonder how that would compare with the normal surprise roll that a lot of people use?
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Post by mao on Mar 27, 2020 6:27:43 GMT -5
My method for these was each player rolls a d6 (which on average will yield a result of 3.5). these numbers are totaled and compared to a target number of between 3 and 4. I don't remember a lot of ways I used this but it can be used for surprise, perception, or remembering a piece of info that the players and not the characters have forgotten. What do you think of this? So if ten players rolled the average of 3.5 but the target number was a 3.6, then they would fail if they were rolling high or succeed if rolling low. That is interesting. I wonder how that would compare with the normal surprise roll that a lot of people use? Your example is correct. I hd a lot of fun w this but only used ir for a short time.
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Post by The Perilous Dreamer on Mar 27, 2020 14:38:03 GMT -5
So if ten players rolled the average of 3.5 but the target number was a 3.6, then they would fail if they were rolling high or succeed if rolling low. That is interesting. I wonder how that would compare with the normal surprise roll that a lot of people use? Your example is correct. I hd a lot of fun w this but only used ir for a short time. So how often were they failing versus succeeding?
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Post by mao on Mar 27, 2020 14:42:38 GMT -5
Your example is correct. I hd a lot of fun w this but only used ir for a short time. So how often were they failing versus succeeding? About 50/50. I had trouble scaling how many die a solo monster would roll and ended up rolling what they did. This idea i prob wrth spending a little time thinking about
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Post by The Perilous Dreamer on Mar 27, 2020 14:43:34 GMT -5
So how often were they failing versus succeeding? About 50/50. I had trouble scaling how many die a solo monster would roll and ended up rolling what they did. This idea i prob wrth spending a little time thinking about What level were they at this time.
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Post by mao on Mar 27, 2020 14:44:52 GMT -5
I pretty much always play 1-5 rarely up to 7, so somewhere in there
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Post by The Perilous Dreamer on Mar 27, 2020 14:46:22 GMT -5
I pretty much always play 1-5 rarely up to 7, so somewhere in there Did you work out a way that they saving throw would improve as they gained levels, compared to 1st level?
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Post by mao on Mar 27, 2020 14:55:05 GMT -5
I pretty much always play 1-5 rarely up to 7, so somewhere in there Did you work out a way that they saving throw would improve as they gained levels, compared to 1st level? Nope, nnever crossed my min, I did give out +1 items thou
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Post by El Borak on Apr 1, 2020 0:39:27 GMT -5
Did you work out a way that they saving throw would improve as they gained levels, compared to 1st level? Nope, nnever crossed my min, I did give out +1 items thou Given the way this works, improving by +0.1 or +0.2 per 2 levels to the saving throw roll would be huge.
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