It seems a shame not to use all the funny shaped dice, but for the core mechanics at least I am a big fan of percentile dice. Rest assured I will find something for those polyhedral pretties to do, but for now let me extol you with the virtues of the d100.
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First up it's old school! DnD originator Dave Arneson also favored the d100 in his co-authored sequel to DnD, Adventures in Fantasy.
My departure is going with a roll under system for tests. With a roll- under system, calculating odds is a no-brainer. I am all for no brainers me being somewhat dim witted myself. If the DM says you have a 20 percent chance of making a leap, its easy to visualize the risk your taking.
Roll under is my favored method as gives instant results. Need 8 or less to hit? Rolled a..... 02! (cheers!)
Rather than a... rolled a 18, plus five, plus uh... Two, minus one... 24. Did I hit? Dm:yes (cheers!)
You get a good suspense/payoff with roll under.
For D'hundred Rolling equal or under the odds given by the DM is a hit. Over is a fail.
To add a little granularity, if you roll double digits, the result is a double fail or double success (aka major fail/success).
This gives 10% of fails and successes as doubles. Therefore, the higher the odds of success the more likely of getting a double success, the less likely a double fail.
I think rolling a natural 00+0 ('undred) may give you a critical success, and 99 a critical fail.
Minor fails result usually in the DM putting the character to a worse position than before.
Jump for a ledge? Fail? You catch the ledge by your hand. Fail again? You slip to your fingertips. Another? Bye, bye!
Lets look at quality next...
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