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4/05/2015 9:34 am  #11


Re: 2d10 House Rule

madprofessor wrote:

I still used d6s for damage.  Having more dice on the table, or mixing dice types in the same game doesn't bother me 'cause I grew up on d&d and chaosium.  If you prefered the elegence of only one die type then you would have to add lifeblood if you are using a bigger die type and want to keep death toll about equivilent (I estimate about 25% more hits for d8s and 40% more for d10s as damage dice, but simply adjust to taste for the deadlyness of your game).  Also, you might have to rethink weapon damage in the same way, especially for d10s.  That should be pretty easy though as BoL has a high tolerence for fudge and error.

I agree with this statement. For d8's I'd probably allow Lifeblood to be 15 + Might (and then do damage using d8's) but, as madprofessor says, it's easy to fudge BoL whichever way you like (one of it's many strengths).


Wealth can be wonderful, but you know, success can test one's mettle as surely as the strongest adversary.
 

4/06/2015 11:50 am  #12


Re: 2d10 House Rule

I still use d6s for damage too, although I've thought about switching everything to d10 (and appropriately increasing starting Lifeblood.) 

     Thread Starter
 

6/25/2015 6:00 am  #13


Re: 2d10 House Rule

I used this rule from H+H because I prefer 2d10 to 2d6. I looked into d8 and d12 as well, but the propabilities do not compare well to 2d6, 2d10 is closest as far as I can tell.


Teamwork is essential, it gives them someone else to shoot at!
http://www.chaotic-gm.com
 
 

6/28/2015 11:45 am  #14


Re: 2d10 House Rule

My main concern with using 2d10 is the change to Mighty success probabilities-- you either make them considerably more rare, or you lose the elegance of basing Mighty successes on simple maximum die results.

 

6/29/2015 4:57 am  #15


Re: 2d10 House Rule

That is true, but I think a reduced chance is actually a plus for me.


Teamwork is essential, it gives them someone else to shoot at!
http://www.chaotic-gm.com
 
 

8/30/2017 10:59 am  #16


Re: 2d10 House Rule

Going from a 1/36 chance for might success using 2D6 vs a 1/00 using 2D10 is significant...

Correct my public school math training, but if you used 9's or 10's for mighty success using 2D10's the chance would be 1/25.  

2D8's would be 1/64...

 

9/12/2017 10:01 am  #17


Re: 2d10 House Rule

AnonGamer wrote:

Going from a 1/36 chance for might success using 2D6 vs a 1/00 using 2D10 is significant...

Correct my public school math training, but if you used 9's or 10's for mighty success using 2D10's the chance would be 1/25.  

2D8's would be 1/64...

I'm no expert on probability but I believe rolling any doubles on 2d10 will always be 1% (there is only one way to roll two 9s with two dice). Hence, double nines and double tens will only equate to 2/100 (1/50 or 2%). If, however, you state that rolling 19 or 20 with 2d10 then that will equate to 3% (as compared to 1/36 for rolling double six on 2d6 which equates to 2.78%).

Last edited by The GIT! (9/12/2017 10:02 am)


Wealth can be wonderful, but you know, success can test one's mettle as surely as the strongest adversary.
 

4/27/2019 8:54 pm  #18


Re: 2d10 House Rule

In Honor + Intrigue the 2d10 optional rules use 12 as the default TN and the Mighty Success is 19-20, and Calamitous Failure is 2-3 on 2d10. It's been working really well for a campaign that has been lasting for almost a year now. 

 

7/12/2023 11:16 pm  #19


Re: 2d10 House Rule

What about the possibility of using 3d6 for the dice mechanic? Maybe with a 14 for the target number.

 

7/14/2023 7:20 pm  #20


Re: 2d10 House Rule

Hey there and welcome to the forum. That is not a bad idea. Anyone want to run a one-off of this and report back?


I am the one who writes ​https://ancientvaults.wordpress.com/ for old school D&D, yet BoL and Everywhen are pretty cool too.
 

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