tag:blogger.com,1999:blog-5904133056957353312.post7943558116584014666..comments2024-03-01T11:52:44.729-05:00Comments on Bat in the Attic: OD&D Rogues revistedRobert Conleyhttp://www.blogger.com/profile/03863009007381185340noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-5904133056957353312.post-66916848724684663132009-10-06T06:35:03.991-04:002009-10-06T06:35:03.991-04:00While not related to the post above, I'm curio...While not related to the post above, I'm curious as to when your next post is coming out. In particular, I am looking forward to the next installment of your "Fantasy Sandbox" series.<br /><br />With Anticipation,<br />FlynnFlynnhttps://www.blogger.com/profile/05661073420680953560noreply@blogger.comtag:blogger.com,1999:blog-5904133056957353312.post-70558736828948036402009-09-30T21:14:07.313-04:002009-09-30T21:14:07.313-04:00Like the idea of other Thief-like classes. Still ...Like the idea of other Thief-like classes. Still trying to get my head around how to implement thief classes in a way that gives them some additional advantage, since they are sacrificing hit points, armor and weapons -- while still staying true to the systems already available to the original three classes. Likely impossible, but I may take a run at it, once I finish off with Psionicist.Aaron E. Steelehttps://www.blogger.com/profile/07789462075611254929noreply@blogger.comtag:blogger.com,1999:blog-5904133056957353312.post-37849847513844862402009-09-30T15:40:11.172-04:002009-09-30T15:40:11.172-04:00T&T Saving Rolls (not throws...not that it mat...T&T Saving Rolls (not throws...not that it matters). Originally they were only against luck but by 5th could be against anything.<br /><br />The GM sets a SR level and stat to use which sets the target. The target is 15 + (lvl x 5) so 1st level is 20, 2nd is 25 and so on.<br /><br />You roll 2d6 and add the stat and see if you beat the target. Doubles add and roll over with no ceiling.<br /><br />It works for T&T because level increases give stat increases (although in 7th edition that is reversed...exp are spent to raise stats and stats set your level). I've tried a version in D&D but it was iffy. Need to work the numbers.<br /><br />7th edition added talents which are like open ended skills. When you get a talent you define it, pick its base stat and roll 1d6 and add it to get your talent level. You can then raise talents like stats.Pulp Herbhttps://www.blogger.com/profile/02486803457210325703noreply@blogger.comtag:blogger.com,1999:blog-5904133056957353312.post-71458916037193565722009-09-30T13:13:01.829-04:002009-09-30T13:13:01.829-04:00how do T&T saving throws work?how do T&T saving throws work?Robert Conleyhttps://www.blogger.com/profile/03863009007381185340noreply@blogger.comtag:blogger.com,1999:blog-5904133056957353312.post-89787808243370926272009-09-30T13:12:39.644-04:002009-09-30T13:12:39.644-04:00OK re-reading it I am not clear in what I was tryi...OK re-reading it I am not clear in what I was trying to talk about. I will rewrite this. <br /><br />But here is what happened step by step.<br /><br />Here my math step by step<br /><br />In my original proposal I had the rule as 3d6 plus an attribute plus modifier beat a 24<br /><br />The task (not ability roll) originally looked like this.<br /><br />A successful roll will allow a character to listen through a door or shuttered window.<br /><br />So when I dropped the target to 20 I rewrote the above to<br /><br />A successful roll at -4 will allow a character to listen through a door or shuttered window.<br /><br />But you notice that it isn't -4 but -2. Why?<br /><br />Because in the orignial write up the Burglar got a number of skill levels to destribute among the different abilities. In the new version I just allocate the levels. I put two skills towards Eavesdrop. <br /><br />Since each level add +1 to your roll the ability roll (not task anymore) reads like this.<br /><br />A successful roll at -2 will allow a character to listen through a door or shuttered window.<br /><br /><br />As the burglar rises in level he got more skill levels. So hence the character showing the bonus he got at various levels.<br /><br />So I kept the probabilities the same as in the original task system by giving minus to all the abilities rolls. <br /><br />So I guess the better way of saying this is that my system is designed so that a attribute of 10 with +4 class modifier with a -4 ability modifier succeeds 50% of the time.Robert Conleyhttps://www.blogger.com/profile/03863009007381185340noreply@blogger.comtag:blogger.com,1999:blog-5904133056957353312.post-38860073847988936822009-09-30T12:32:39.450-04:002009-09-30T12:32:39.450-04:00I think you want a target of 25 for your desired r...I think you want a target of 25 for your desired result:<br /><br />Attribute 10, ability +4 gives a base of 14. On 3d6 11+ has a 50.5% chance so 25 would be the 50/50 point.<br /><br />Have you considered T&T Saving Rolls?Pulp Herbhttps://www.blogger.com/profile/02486803457210325703noreply@blogger.comtag:blogger.com,1999:blog-5904133056957353312.post-4573101511852952772009-09-30T12:28:25.945-04:002009-09-30T12:28:25.945-04:00Uhm, won't most characters with a 0 succeed? ...Uhm, won't most characters with a 0 succeed? Average roll on 3d6 is 10.5 so an average roll with an average stat give 21. Where do you get they need the +4 to succeed 50% of the time?Pulp Herbhttps://www.blogger.com/profile/02486803457210325703noreply@blogger.com