Wednesday, September 5, 2012

Update and Question

Haven't posted in a while, but that doesn't mean I'm not working on the Dorms and Dragons rules. School is a bit hectic, and I recently got a job, so balance is the word. What progress I HAVE made on the rules has come through some playtesting and tweaking. I found that one of the archetypes (swashbuckler) mixed with the blade class and a high DEX score could produce a 1st level character with 19AC. Needless to say, I ended that shit real quick. All of the archetypes have changed a little and I've done a bit of tweaking to casting checks (CC = 20-INT+ Spell level) as well as adding some more talents and racial modifiers.

My question of the day, though, is in regards to Adventuring actions and Advantage/Disadvantage.

Adventuring actions are based on a 2 in 6 chance modified by ability scores and outside modifiers. They read as this:


ADVENTURING ACTIONS
Adventuring actions are standard actions that all classes can make outside of combat. These include: moving quietly, searching, and listening. Adventuring actions are based on a 2 in 6 chance of success, modified by ability score or traits. These numbers can never exceed 5 in 6.
·         Move quietly (DEX) - -1 per point of encumbrance, increases surprise chance by +1

·         Search (WIS) - 1 turn per attempt (modified by role play)

·         Listen (WIS) - takes 2 rounds per attempt (-1 if trying to listen through stone or metal)

This rule, although adequate, is kind of a step away from the d20 format that the rest of the document follows. So, I was thinking of revising this section to say that any thing that is a non-combat action in need of a chance of success or failure (that can't be considered a skill) such as searching, moving quietly, listening, jumping across a chasm, lifting a portcullis, etc., and should be listed as 20 - applicable ability score + difficulty of task (a la skill DC modifier chart). I was thinking of keeping move quietly, search, and listen as constants, and making everything else up to GM fiat. This can also be modified by advantage and disadvantage.

AND, speaking of advantage/disadvantage: I would like to incorporate it into the game more, but I am reluctant to replace all static modifiers to advantage/disadvantage. Especially in cases of spells, diseases, some conditions, and some class drawbacks.

So what do you guys think?

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