After reading through the Mutants and masterminds 3E players book, I was reminded how this game played using a single d20. Which is not new to me. I ran M&M 2E and True20 before that.
So I got thinking. Why couldn't I do the same with Castles and Crusades or Amazing Adventures? After all the core of the Siege system is a single d20 roll. The main use any other die roll is variable damage.
So I started thinking. if I was to use just a d20 to run C&C and AA how would I do it?
I would make all damage equal to the average of a the die roll. 2 for d4, 3 for d6, 4 for d8, 5 for d10, and 6 for d12. And bonus would still be added. So d6+2 would be 5.
On any roll to hit that is 5 greater than the roll needed the damage would instead be maximum damage. 4 on a d4 or 6 on a d6...ect ect.
On a natural 20 damage will be 1.5 of max damage. 6 on a d4, 9 on a d6, 12 on a d8..ect, ect.
Subscribe to:
Post Comments (Atom)
Power 10 for 5E D&D.
As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...
-
As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...
-
I've had some time to think about some of the workings of ICRPG. Being a tinkerer at heart I can't help but want to come up with mat...
-
I'm toying with the idea of a setting for Index card RPG. Inspired buy my favorite Cyberpunk settings including Shadowrun. A mix of fant...
I've looked at something similar, but in lieu of the succeed by 5 rule, I used an odd roll is equal to average damage rounded down, an even roll is equal max damage and a Crit is equal to 2 X max damage.
ReplyDelete@Mark, That even/odd options sounds good as well. I like it!
ReplyDelete