Goodman Games

Fan Forums
It is currently Sun Dec 16, 2018 1:35 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 4 posts ] 
Author Message
PostPosted: Sat Nov 24, 2018 8:41 pm 
Offline
Ill-Fated Peasant

Joined: Sat Nov 24, 2018 8:19 pm
Posts: 3
FLGS: Miniature Market
All,

Page 67 talks about opposed skill checks. An example is given where an orc is holding a door shut while a player character attempts to knock it down. In this case both are to perform a skill check based on strength.
Though not really clarified in the rules I take this to mean rolling a d20 and adding the strength modifier? Is that right?

However, an orc, being a monster, does not have a strength modifier. What value are you supposed to add to the role if not the strength modifier?


Top
 Profile  
Reply with quote  
PostPosted: Wed Nov 28, 2018 5:40 am 
Offline
Cold-Hearted Immortal
User avatar

Joined: Fri Mar 16, 2012 9:41 am
Posts: 2798
Make a reasonable estimate and, literally, roll with it.

Normal orc, probably +0.

_________________
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


Top
 Profile  
Reply with quote  
PostPosted: Thu Dec 06, 2018 8:57 pm 
Offline
Ill-Fated Peasant

Joined: Thu Aug 09, 2018 7:52 pm
Posts: 3
FLGS: Comikazi
Id recommend using the Fortitude/Reflex/Will saving throws instead of an attribute check in most cases. The standard old school modifiers of 13(+1)/16(+2)/18(+3) give a relatively tiny advantage for high stats when youre using a d20 with a DC target number.

IMO a 6th level warrior with 18 strength holding a door against a 1HD orc with 10 strength should have a much better advantage than just +3.

I do this for pretty much all attribute checks that are adventuring related. Walking along a narrow beam or rolling under a swinging axe will use a reflex save (instead of just a Dex check). Holding open a portcullis or swimming against a rushing river will be a fortitude check (instead of just a strength check). Checking for an illusion or other knowledge based skill checks use willpower (instead of just intelligence). This makes the characters level of experience relevant, since the saving throw bonuses increase with level, and leaves less up to chance because your bonuses can exceed +3.

The only time I dont put skill checks into a category of Fort/Ref/Will are tasks that have nothing to do with character level or adventuring, such as blacksmithing or carpentry. Ill just use a regular attribute check with a low DC for mundane tasks (or may not even require a roll at all).


Top
 Profile  
Reply with quote  
PostPosted: Sat Dec 15, 2018 9:11 pm 
Offline
Cold-Hearted Immortal
User avatar

Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3365
Location: Left Coast, USA
FLGS: Bizarro World
I sometimes roll 3d6 on the spot to determine a monster or NPC ability score, adjusted as seems appropriate (if something is described as being really fast, I might give them 2d6+6 Agility or even 2d6+10 or something...).

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC 100+ Monsters


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group