the following is an infinitely scaling game mechanic designed for task resolution in a host of RPG situations.
Compare two values. One is defined as the active value the other is the target value.
If the applied value is equal to the target value roll 12+ on 3d6 to score a success.
if the applied value is less then the target value , but equal to or greater then 1/2 the target value, roll 15+ on 3d6 to score a success.
if the applied value is less then 1/2 the target value roll 17+ on 3d6 to score a success.
if the applied value is greater then the target value a roll of 9+ on 3d6 to score a success.
if the applied value is twice or better then the target value roll 5+ on 3d6 for success
Situational bonuses are applied to the active score not the die roll.
Ex: Falon (attack factor 12) is attacking an Ice Drake (defense factor 27) normally Falon would need to roll 17+ on 3d6 to score a hit on the ice drake, but Falon has snuck up on the dragon gaining a 4 point bonus giving him a score of 16 vs 27 so Falon can strike the dragon on a score of 15+ on 3d6.
So there you go a universal mechanic that never craps out. It's not exciting but one can use it to resolve tasks where scores are 1 vs 1, 10 vs 50 or 3 vs 100,000.
It would help if you added that anything under half or over double has no chance of success or failure respectively. Otherwise sweet old Aunt May has a 17+ on 3d6 chance of tearing off The Hulk's balls with her teeth, and Elric has a 4 or less on 3d6 chance of missing when stabbing a softheaded goblin hobo.ReplyDelete
Aunt may may strike the hulk but I doubt she'd be ripping anything off with her teeth. Elric missing a goblin hobo 1.85% of the time isn't all that damaging to my world view either.ReplyDelete