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Santa Vaca - Ditching d20

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Published on Oct 26, 2010

Can you change a roleplaying game's core mechanic without changing anything on the character sheet?

You betchya.

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Comments • 57

Jose Fitchett
I have an ocean . . . ;)     I am not a fan of dice pools, but also share your dissatisfaction with a D20.  That's a wide range!  These concepts are very thought provoking, and I will be watching this a few times.  First view makes a lot of sense.
alphaotakux
sounds good to me
Stirlz138
i like your dice pool/wagers idea. but what about useing some kind of experience point expendature system? like the marvel superheroes rpg d100 karma. where you use some amount of karma to ensure your critical hit. you could expend 100 exp per +1 on a d20 DC...
thadrine
Now he can charge his Style points up, create awesome narrative effects, and generally do the "Wizardly" things he is known for, outside of spell casting. Using a crossbow when you run out of spells is not really a Hail Mary, it is just boring. 
fmlazar
Actually, this where having a lot of non-D20 experience helps out. helps out. Shadowrun had dice pools which you could allocate as you see fit for multiple tasks per phase. Storyteller was very big on quality of successes based on individual dice targets. I find this idea extremely refreshing and intriguing and would definitely try out such a game.
fmlazar
Actually, this where having a lot of non-D20 helps out. Shadowrun had dice pools which you could allocate as you see fit for multiple tasks per phase. Storyteller was very big on quality of successes based on individual dice targets. I find this idea extremely refreshing and intriguing and would definitely try out such a game.
Cake Flirt
Hey there. So...yeah, I'm about a year late to the party, and I just wanted to ask a hypothetical question: What the hell is the poor 12 Dex 1st-level Wizard going to do when he runs out of spells? The D2was his "hail Mary," allowing him to at least make potshots with a crossbow, but now we've taken even that away from him. Your response?
Thorsten Weitling
However, it is my own experience, that in any game involving the slightest hint of intrigue (which is 70% of mine - I'm a hard core Birthright-fan), giving players the ability to design the results of their actions will spell frustration in the group that works besides each other, yet not together. Besides the obvious use of the wager-pool (-1 die = +something damage), had you considered some "set" terms for what a "critical" success (ie. picking a lock with 5 dice in the wager pool) might do?
Thorsten Weitling
So, yes - I like the concept of changing each +1 to +1d6 in an effort to remove some of the randomness that the d20 provides. For far too long has heroic characters failed in the most anticlimactic of moments, only to die in a ditch, skewered by Average Joe Farmer's pitchfork (trust me - it happens more often than you'd believe). I also like the wager-system you suggest with any excess die - up to a point. In a low-level campaign this would probably work flawlessly. 
John Wick Presents
@LordSathar Because if it was a system I loved (like Pendragon), I wouldn't need to fix it. ;)
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