Volume 3 Mini Issue 4 – Skill Checks

3 comments on “Volume 3 Mini Issue 4 – Skill Checks”

  1. Stinky1EyedOgre

    Great job covering the old methods of covering skill checks. I’ve been running a hack of Labyrinth Lord. I’ve been stealing the dice chain idea from DCC RPG… 3d4,3d5,3d6,3d7,3d8 and 3d10. That way anyone with a 3 stat will still have a slimmer chance on pulling something off, but will still have a chance.

    3d10 is for the extremely difficult checks. 3d4 is for simple tasks that the average person should have no problem with, and that way you have an excuse to hand wave it for someone with high stats.

  2. John Fenton

    My method of choice is 3d6 w/modifiers vs. a relevant ability score. I do it this way because I think it’s consistent with the use of 3d6 to determine those ability scores. Hmmm, now that I think about it, perhaps it would be more in line ability score generation if I used the highest 3 of 4d6! But I digress. Back to how I actually due it, the modifier is my discretion. Sometimes it’s a set number (e.g., -2 due to extremely slippery footing); other times I’ll throw in a wildcard (i.e., +/-1d4 due to the presence of a monster or NPC that will affect difficulty, but I want that factor to be variable).

    Having never played DCC, I’m unfamiliar with the dice chain method Stinky mentioned. But it sounds interesting, kinda like a built in modifier.

    You guys also mentioned later editions with their special skills, tables & all. Preferring simple solutions, I’ve never gone in for that degree of complexity. For me, the focus is the story rather than the mechanics. But hey, if that’s what the folks around another table enjoy, more power to ’em!

    I guess when you get down to it, it’s all about whatever feels right & works for your group. Fortunately 1E and Classic (B/X being my edition of choice) are both flexible enough to allow for a variety of home brewed solutions.

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.