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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Fri Mar 07, 2014 12:09 am Post subject: natural 20. i mean natural 6 |
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There are in a lot of game a special bonus for a maxed out die roll. Double damage in D&D. In SW with a successful melee attack roll with a 6 on the wild I would let the attack bypass any armor the target was wearing. Does anyone have special rules like this. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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Random_Axe Lieutenant Commander
Joined: 11 Sep 2013 Posts: 102 Location: Toronto
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Posted: Fri Mar 07, 2014 10:50 am Post subject: |
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In all the campaigns I have run, I rule that when a player rolls a full set of 6's on whatever dice pool being used, the PC automatically gets an immediate +1 pip to that skill.
Not applicable for base Attribute rolls.
Easier to happen for lower-skill uses, much more rare to happen with a larger dice pool.
I should add that we do not use the Wild Die rules. At all. |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Fri Mar 07, 2014 10:58 am Post subject: |
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I'm not providing any bonus for natural 6. Probability is IMO too high (~17%). Also, if you used some special effect for damage, then you should consider similar bonus for soak roll (to keep balance).
In my games players use called shots for extra effects (head-shot, gap in armor etc.). I also provide a damage bonus for good attack roll (+1 for each 5 above difficulty). Accidental lucky hits are handled by Wild Die in damage roll (two 6 in Wild Die in a row has probability about 3%, close to 5% of 20 in d20). |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Fri Mar 07, 2014 12:20 pm Post subject: |
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I also do not give anything special for a '6' on the Wild Die as making it explosive is already a benefit. I do use the 'Spectacular Success' for rolling 10 over the needed difficulty instead of 15.
I allow the player(s) to decide what special happens that directly involved the skill being used. This can be handled as something cool narratively or as a small bonus. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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Quetzacotl Commander
Joined: 29 Jan 2013 Posts: 281 Location: Germany
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Posted: Fri Mar 07, 2014 12:32 pm Post subject: |
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Well, a 6 on the Wild Die already gives you a bonus:
You can roll another die and add the result to your roll! (and if this is a 6, rinse and repeat!).
So there already is a "natural 6" rule implemented, just a little different then in other games (where the odds for a particular roll are not so high, like Tupteq already showed).
But if you are looking for some Mechanics one could use:
- If at least half of the Dice rolled show a 6, add a bonus (like your "armor ignored". Depends on the kind of roll).
- If the average of your rolls is 5 or more, add a bonus |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Fri Mar 07, 2014 12:47 pm Post subject: |
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I suppose if you wanted to you could allow a +1 pip for every six rolled in the dice pool. Additionally you could +1 pip for every '6' and -1 pip for every '1', the difference being the bonus or negative modifier to the skill roll. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Fri Mar 07, 2014 12:51 pm Post subject: |
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Tupteq wrote: | I'm not providing any bonus for natural 6. Probability is IMO too high (~17%). Also, if you used some special effect for damage, then you should consider similar bonus for soak roll (to keep balance).
In my games players use called shots for extra effects (head-shot, gap in armor etc.). I also provide a damage bonus for good attack roll (+1 for each 5 above difficulty). Accidental lucky hits are handled by Wild Die in damage roll (two 6 in Wild Die in a row has probability about 3%, close to 5% of 20 in d20). |
I'm kind of with Tupteq on this one in terms of the benefits with a 17%probability. I do award some benefits to people rolling +15 or more above the difficulty. But Nothing quite like a "critical hit" as such. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Mar 07, 2014 4:51 pm Post subject: |
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While others have hit the salient point of the wild die 6 already has the exploding rule for 'getting a nat 6', i do like Random's idea of giving a free boost to a skill used if you 'yahzee' and get all 6s... Though if i went that route, i would just halve the CP cost for boosting it, rather than a full on free boost to the skill. _________________ Confucious sayeth, don't wash cat while drunk! |
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