Lone Wolf 2d6

Get ready for the greatest adventure of your life! Learn more at our Kickstarter information page: http://www.cubicle7.co.uk/our-games/lon ... ckstarter/
Post Reply
User avatar
Phantomdoodler
Posts: 193
Joined: Fri Jan 03, 2014 11:58 am
Location: Gravesend
Contact:

Lone Wolf 2d6

Post by Phantomdoodler » Mon Sep 14, 2015 11:53 pm

I am thinking about replacing the d10 system of LWAG, with a 2d6 roll, as I prefer bell curves. This is relatively easy to do:

Target Values: add 2 to all the values on the difficulty chart. Therefore a standard test requires a 7 or more, while an Nigh-impossible test requires a 13 or more.

Character Generation: when determining characteristics, roll 2d6 and add the bonus, less 2 points, so for a Kai Lord, a player would roll 2d6 plus 8 for Combat Skill.

Combat: Roll 2d6-1 and look up the result on the Random number value (treating 0 as 10). A roll of double six produces a K result irrespective of the target's Combat Skill.
Justin Wyatt

PhilOfCalth
Posts: 29
Joined: Wed Oct 15, 2014 7:35 am

Re: Lone Wolf 2d6

Post by PhilOfCalth » Sat Sep 26, 2015 1:48 pm

2d6-1 produces a number range of 1-11, you need to roll 2d6-2 to be able to get a 0. I'm not sure how I feel about one shoting anything on double 6s.

Certainly this system mod is worth a try though, bring a more realistic style play.

User avatar
Phantomdoodler
Posts: 193
Joined: Fri Jan 03, 2014 11:58 am
Location: Gravesend
Contact:

Re: Lone Wolf 2d6

Post by Phantomdoodler » Wed Oct 07, 2015 11:12 am

Yes, the combat table results would be 2d6-2, my bad. But i would probably just make a new table with 2d6 results. Yes, a 1 in 36 chance of auto kill is maybe too much. Instead I would probably replace 1 to 0 values with:

1: 2-3
2: 4
3: 5
4: 6
5: 7
6: 8
7: 9
8: 10
9: 11
0: 12
Justin Wyatt

Ghal Maraz
Posts: 78
Joined: Wed Jan 07, 2015 5:20 pm

Re: Lone Wolf 2d6

Post by Ghal Maraz » Thu Oct 08, 2015 10:25 am

This mod makes me thinking even more about one problem I have with the skill system.

A 2-in-10 chance of auto-failing at any skill test is perhaps too much. Even more so when amplified by the unpredictability of the single die roll. 20% seems quite a bit high.

I think that allowing to apply the modifiers to the 0-1 rolls could solve things a bit. On the other hand, we've already seen how modifiers tend to stack quickly on the PC's specialties, so that could lend to some problems in the longer campaigns, but this could also be counterbalanced by upping the TV. (I think we are almost in the 'Book of Magnakai"'s territory here, but if the game is really geared towards supporting Magnakai Quest level of play too, these are consideration the Scriptorium should keep in mind!)

User avatar
Lunereth
Posts: 2
Joined: Wed Aug 05, 2015 12:11 pm
Location: Alunay-sous-Bois, France

Re: Lone Wolf 2d6

Post by Lunereth » Thu Apr 07, 2016 9:21 am

Maybe you can use this chart:
Image

If you want, you can downloaded this PDF here.

HorusZA
Posts: 44
Joined: Sun Oct 13, 2013 2:29 pm
Location: Jo'burg, South Africa

Re: Lone Wolf 2d6

Post by HorusZA » Mon Dec 05, 2016 12:05 pm

Apologies for the thread-necro but I thought I would chime in on this:

One way to get a bell-curve without having to rework the underlying assumption that a d10 is used is to roll 3d10 and pick the middle result. So, for example, a roll of 3,7,8 would be a 7. A roll of 1,1,3 is a 1.

Your range is still bounded 1 to 10 but you get a nice bell-curve that looks like this:

#, %
1, 2.8
2, 7.6
3, 11.2
4, 13.6
5, 14.8
6, 14.8
7, 13.6
8, 11.2
9, 7.6
0, 2.8

Just an idea...

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests