One of the ways in which this edition of the MTDAA RPG
hybridizes (and yeah, that’s a word. I was surprised too) previous games is in
the way attribute ratings are assigned. Each of the four attributes is rated as
a dice value, ranging from D4 (below average) to D12 (supreme). You roll this
die (with modifiers based on either traits or saves) for actions, resists or
results. I’m reserving the D20 for the big guys (sparrows, frogs and garter
snakes).
I like this because it means that even if you roll D12, the
little D4 has a chance of success against you; sure, the D4 doesn’t have a good
chance, but it’s a chance.
And did I mention that dice explode? This is probably my
favorite piece of the system, because it makes anything possible, but anomalies
grow increasingly less likely the larger the die is. On your D4, you have a 25%
chance of the die exploding, so you have a reasonable shot when rolling D4 of
ending up with a 6 or 7 on the die. At the higher end, your D10 only explodes
10% of the time, so you can get a result of 17 or 18, but you’ll have to get
pretty lucky for it to happen. There are no limits to dice explosions, so it’s
possible to roll 3 10’s in a row (although even my limited background in
statistics shows me that’s a 1 in 1000 shot), but it can happen, and you can
end up rolling 30+ on a D10.
This has cool carryover effects to other parts of the system, but I'll talk about these as we go...
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