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Oh My Modifiers!

Saturday, December 28th, 2019

 

Which is faster, a cheetah or a jaguar?
Which is stronger?

The answers to these questions generally seem obvious, as they note basic biological differences across (even related) species. However, there has been an argument that race-based attribute modifiers in RPGs should be removed for a variety of reasons: they are “unrealistic”, they are “conceptually limiting”, or even that they perpetuate racism. I find none of these positions particularly convincing enough to remove modifiers, but if you do, there may be different ways to approach the issue while hopefully avoiding the perceived pitfalls of the above.

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DC Without a Tire Fire

Wednesday, December 11th, 2019

 

In our D&D hack, there are no specific skills, no skill points to distribute, and so on. To attempt to use “skills”, players instead roll Attribute checks based on the most logical Attribute involved in what their character is attempting, and receive a bonus to that roll if their Profession or Background applies and/or if they have the appropriate tools or toolkit for the job.

In most games, the success of such skill checks is based on a sliding scale of difficulty–represented by a difficulty class (DC)–that attempts to account for all sorts of various calculated factors. I’ve found setting the difficulty for skill checks in this way, and doing so with consistent fairness, can sometimes be challenging and can simply bog-down play. This was something I felt needed to be simplified, and as such ruled that any difficult task a character attempts requires the a player’s modified roll to reach or exceed a result of 12. So when a player asks what they need to roll when attempting a skill-related task, the response is easy: 12. To the point they no longer need to ask: they already know what succeeds.

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