Prodigy, like GURPS
and Runequest, is a fully skill-based system, using the same skill mechanic for
almost every mechanical test undertaken by the players.
There are four skill
systems that I've seen used - d20, 3d6, %, and dice pools. The d20 system works by rolling 1d20, adding
modifiers, and then checking the modified result against a target number
determined by the task itself. What's
nice about this system is that the difficulty of the task is directly
incorporated into the check, as is the character's skill. However, the d20 roll is hugely variable, and
the chance of critical failure and success are the same no matter one's level
of skill.
The 3d6 system (and
OD&D's ability score checks work the same way) require rolling your dice
(3d6 or d20) under a number determined by the character's proficiency with the
skill: so a GURPS character with an 11 Merchant skill would need to roll an 11
or less with 3d6 to succeed a given check.
The bell curve provided by the 3d6 means that results are generated much
more reliably. However, the mechanic
does not provide a transparent way of incorporating the difficulty of the task
into the check itself - you can add modifiers to the character's skill, but it
is a very ad-hoc way to do this.
The percentile
system combines some of both of the previous two approaches: characters' skills
are ranked 1 to 100. To test a skill,
percentile dice are rolled, and the check succeeds if the dice roll under the
character's skill level. There are some
cool number games that can be done here, like special effects on doubles rolled
under or over a character's skill level and so on, but it combines the wide
variability of the d20 with the fixed difficulty of the 3d6, and so has the
aspect from each previous system I most dislike.
The dice pool system
gives the player a number of dice equal to their level in the skill, and
assigns a strict possibility of success (say 8, 9, or 10 on a d10 or 6 on a
d6), with more beneficial results occurring when more successes are rolled. Thus, a player rolling three d10s might think
they have a fairly good chance of getting at least one success. The odds of success, though, are deceptive
(rolling three d10s with success on an 8, 9, or 10 conveys only a 65% chance of
any successes, with 4 dice bringing the chance only to 75%), and the system has
the highest degree of variability of all the systems, since dice that don't
succeed are either merely useless or actively bad (if they roll a failure).
Now, I feel that as
one becomes more accomplished with a skill, not only can they accomplish more
difficult tasks, but they can also accomplish all tasks more consistently. I also want my system to be able to concretely
incorporate the difficulty of whatever task a player attempts - I want
challenging tasks to be challenging and easy tasks to be easy, and I want both
of those things to happen with a minimum of ad-hoc adjustments. I also want it to be fairly uncomplicated -
no involved table lookups or complicated math.
The way I've
accomplished this is by combining many of the approaches together. As I've said before, I rank a character's
level of skill in one of 6 tiers: Novice, Apprentice, Journeyman, Specialist,
Master, and Grandmaster.
Skill tier
|
Dice Rolled
|
Difficulty Value
|
Novice
|
1d6
|
6
|
Apprentice
|
1d6+1d4
|
9
|
Journeyman
|
1d6+2d4
|
12
|
Specialist
|
2d6+2d4
|
15
|
Master
|
2d6+3d4
|
18
|
Grandmaster
|
3d6+3d4
|
22
|
This approach
borrows from the dice pool system in that as more skill is obtained more dice
are rolled. However, unlike the dice
pool system, all dice matter - they are summed together and checked against the
task's difficulty value. Because more
dice produce a stronger bell curve effect, the expected value of each die roll
is 3 less than the difficulty value of a task of equal tier (because of adding
in aptitudes, which are scaled from 1 to 6), which means that increasing skill
not only increases the overall total, but it also increases consistency when
performing tasks. Lastly, by assigning
difficulty values for targets, the task attempted by the character now
absolutely factors into the test.
Moreover, when
circumstances change, I can alter the difficulty of the test in one of two
ways: I can add or subtract 1 to the DV for minor things or I can change the
tier of challenge for larger difficulties.
My options for changing the circumstances of the die roll are restricted
because of this tiered system.
While I've yet to
run a real game with these rules, I've run several oneshots and combat
scenarios, and the mechanic has worked exactly as I like it to, but I'd welcome
any thoughts folks have on it.
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