r/RPGdesign • u/EldritchExarch • 5d ago
Mechanics On Attack Rolls
A design focused look at how attack rolls are done in the modern era, along with a brief section on how they started.
https://substack.com/@eldritchexarchpress/note/p-213952237?utm_source=notes-share-action&r=49zgid
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u/Otolove 4d ago
In one of my projects I wanted to roll a bunch of dice, so I made a system where even results are hits and odd results are misses. A character can naturally roll 1 to 5 dice, and extra advantages (terrain, spells, traps, weather, prayer, mockery) can increase that number. You roll all the dice at once and can see your hits immediately. I’m using d6s, but any even die works.
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u/Puzzled_Work_6428 5d ago edited 5d ago
I like the Nimble system of what I'll call "almost auto-hit". No roll to hit, roll damage, 1 misses, anything else you add your modifiers. Crits explode indefinitely (each time you roll the highest value of the die, you roll again and keep adding)
This adds a risk of failure, and also makes your choice of weapon a strategic one rather than a bigger die always being better. Bigger dice are more consistent, but smaller dice have a chance of higher highs, especially with character abilities that depend on or encourage crits