Which do you prefer?
Very cool idea. The chances of rolling a 0 or a 15 is less than .5% for each, so some players might not like the slim chances for those numbers.I think that a roll that actually produces 0-F is a facinating possibility. One of those things that I think would be fun to explore.
If you called this 0-5 six-sided die a dT (for Traveller Die)... the idea of a task resolution system which used 3dT (9+) would be equally simple and would have some fun implications for the various charts and tables used in system and character generation...
It is just a thought, ya know...
Very cool idea. The chances of rolling a 0 or a 15 is less than .5% for each, so some players might not like the slim chances for those numbers.
Linear is not my cup of tea.You are not going to get a flat set of values unless you want to introduce a d16 (which I own) marked 0-F on it. And I think that is a bad idea.
I keep going back to roll 8+ on 2d or roll 12+ on 2d for most actions - quick and easy.
Mongoose Traveller uses a standard difficulty scale no matter what the skill check. Classic Traveller makes you read nearly each skill description to see how to do a skill check.So, Rifle-1 is using a tool specifically designed to make using it easy as possible. So Rifle-1 gives +1 DM. But using Vacc Suit-1 in a tricky situation gets you the +4 DM per the rules, because, by definition, you are substantially better at dealing with this kind of thing than someone with Vacc Suit-0.
Using your binary difficulty scale makes this kind of application of skill levels even smoother and more apropos, in my view.
Thanks!
Mongoose Traveller is only concerned with the effect of a roll. Very cool for role-play.Then there is the Rolemaster system, which does require percentile die, but also allows for partial success and above average success, rather than a simple: "Yes, you did it," or "No, you failed and just died."
GURPS does the dice dance between players standing alone in different rooms, seeing if they kill/defend anything. In Traveller, players are more connected to each other.But I have found in all my years of gaming experience that the more dice you roll and the more you try to interpret from a result and a table or two the slower and slower the game becomes. The rolling of the dice becomes the game - rather than the role playing of the character.
Ok - roll to hit on percentile, I'll roll to see if your opponent parries, lets compare rolls, ok you manage to sneak a blow past his defence, roll for hit location (with optional modification due to degree of success) now lets see how much damage you roll - again with optional degree of success modifier and hit location modifier, then there is type of weapon modifier -- oops nearly forgot armour, it's passive defence reduces your chance to land an effective hit, and its damage resistance absorbs some of the impact (where is that bloody table for armour types) what do you mean you have three layers of armour...
yes - I did once enjoy games like that.
Real-time is so cool.Now I much prefer narrating the action, getting the players to role play what they want to do , roll a couple of dice to find the outcome of an action, move on.
Instead of bogging a game down with combat resolution, roll to hit, roll damage (I have used armour as damage dice reduction for years now) apply damage to characteristics and narrate the results, move on.
Gives the players more time to move through the scenario rather than getting bogged down with task resolution mechanics, combat mechanics etc.
Chessex makes some cool six-sided dice that are pipped 0 to 5.
Essentially, you can do this with normal six-sided dice if you just ignore rolls of 6 on each die (i.e., treat any roll of "6" as "0"). The interesting thing about these dice is that rolling 3 of them is essentially rolling a bell-curved d16 (e.g., results range from 0-15; or in proper Traveller-speak: 0-F).
The center-point is 7-and-8 which, in a lot of ways, makes such a roll nearly perfect for Traveller.