2d10 System

From AngilleWiki

Jump to: navigation, search

The entire d20 System© is based around the idea that, while performing any random task, someone is just as likely to perform incredibly as they are to fail. Personally, I like to see some sort of bell curve, which is where the 2d10 System comes into play.

This of course affects many aspects of the range of D&D style games. Any time a player is called upon to roll the d20 in gameplay, they roll 2d10 instead. The result in game design is that everything has to be examined and balanced, including Attack Rolls, Skill Checks, Saving Throws, and Initiative.

Contents

Attack Rolls

Critical Table
d20 2d10
20/x2 9/0
19/x2 8/0
18/x2 7/0
20/x3 9/3
20/x4 9/6

In the regular system, a natural roll of 1 automatically misses, and a roll of 20 automatically hits. In the 2d10 System, there is no 1, and the statistics are very different. So on a natural roll of 2 or 3, the attack automatically fails. This is 3% versus 5% of d20.

Critical Hits must be handled differently as well. On a natural roll of 19 or higher, the attack automatically hits. That's also 3% versus the 5% chance in d20. Critical threats are quite different though. See the table, mkay? To score a threat, you must roll at least the first number on both attack dice. Confirming the critical is the same as d20. After confirming the critical, damage goes directly to Wounds, which means DR applies. The second number is how many points of DR you get to ignore.

Skill Checks, Saves, Initiative

There are no automatic successes or failures for Saving Throws or Skill Checks — instead, there is a chance for incredible success! For each 10 rolled, you add an extra d10 to your roll, up to a maximum of the relevant Ability Modifier.

For example, Greshona attempts a Reflex Save against a Sorcerous Blast. She rolls two 10s, and proceeds to roll two more dice, one for each 10. If the dice continue to come up 10, she would continue to roll more, until her maximum of four extra dice had been rolled. However, if Vadin were to Climb, his Str Mod is -1, so even if he rolls a 10, he wouldn't roll any "exploding" dice (though he doesn't lose anything more than the -1 for the modifier).

Initiative however, does not get to explode. And as GM, I get to decide whether a particular roll not mentioned here explodes or not. Mkay?

More on Critical Hits

Feat: Improved Critical [General]

  • Prerequisites: Weapon proficiency, BAB +8
  • Benefit: When using the weapon the character selected, she improves her critical threat range by 1 and her DR bypass by 3.
  • Note: This is different from the Keen enchantment for magical weapons, and thusly stacks.

Enchantment: Keen

With this enchantment, you may explode attack dice. The extra dice do not count towards overcoming an opponent's Defense, but might help achieve a crit threat. When confirming a crit, you may still explode, and in this case the extra dice count towards overcoming an opponent's Defense.

Personal tools