PbtA Mechanics with d10s - improved "ladder"

Here you go!

2d10c1: 1/8/91
3d10c1: 3/19/78
4d10c1: 5/30/65
5d10c1: 8/39/53
6d10c1: 11/47/42
7d10c1: 15/52/33
8d10c1: 19/56/26
9d10c1: 23/58/20
10d10c1: 26/59/15

vs

2d10: 19/32/50
3d10: 27/39/34
4d10: 34/42/24
5d10: 41/42/17
6d10: 47/41/12
7d10: 52/40/8
8d10: 57/37/6
9d10: 61/35/4
10d10: 65/32/3

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As you can see, the d10 pools offer the better odds, for most purposes.

That was the whole point for this exercise - to avoid awkward techniques like the ā€œcutā€ roll AND get a better spread of probabilities.

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Mmmh, I’m wondering if I could somehow use this mechanics to add a PBTA combat system to my Werewolf The Apocalypse game. Fights are just too boring and protracted, our whole group hates them, but I’d still like them to MEAN something and bring consequences…

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I finally got the opportunity to try it and it works. Even with the amount of d10 rolled by a werewolf in battle, they still manage not to get any 10s once in a while, or even nothing over 6.
Fights are still massively slanted towards the characters (as it should be, they’re GaĆÆa’s killing machines) but they still start to sweat a little after two or three rounds, since without dodging and soaking, their hitboxes start getting several ticks.

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Nice to hear it’s working for you!

It’s an excellent mechanic, and quite robust to tinkering.

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I definitely like how this method would stretch out progression a bit. I’m thinking about trying it with Charge, as I like Charge’s momentum system. I’ll have to crunch the numbers a bit to see how well momentum gains line up with the standard d6s versus this thread’s d10 approach.

Feel free to share your findings! Or we can chat about it here - I’m not familiar with Charge.

I will! The Charge SRD is actually free here: https://fari.games/en/games/fari-rpgs/charge-rpg

Charge is basically BitD, but it plays around with some mechanics. Most notable to me is Momentum, which replaces the Stress system in BitD. Momentum starts at 2 each session and increases as you make rolls. Momentum is used like Stress to push yourself, assist others, and so on.

When you make a roll, in addition to the usual results you get 1 Momentum on a Partial Success, 2 on a Success, and 3 on a Critical Success. As you know, these probabilities are different with your d10-based system compared to the standard d6 system Charge uses. So I was wondering how the expected Momentum flow between the two systems would compare.

Also, because pushing yourself for an extra die costs 2 Momentum, the value of Momentum with the d10 system is a little less than with the d6 system. So I was curious if the cost would need to be tweaked.

In any case I intend to just implement d10s straight up first and see how that goes. It might work out fine!

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I haven’t had time to look at the SRD, but from what you’re describing here it sounds like it would be OK to use as-is (just a slightly different impact). Generally with this kind of rule/dynamic it is more important to keep the underlying principle/direction moving than the specifics of the numbers involved (although, again, I’m just going by your description here).

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Following on my use of this system for Werewolf the Apocalypse, I’m starting to entertain two alternative readings:

Partial success= Highest die from 8 to 10 ; Full success= two dice come up at 10.

or, more forgiving,

Partial success= highest die 8-10 ; full success = highest die a 10 + second highest die 8-9.

I have no idea how to calculate the odds on that one.

You want to make full success really rare? Are you sure?

That’s going to be pretty brutal. Basically, you’re going to take away any opportunity for a full success from low ability rollers.

For instance, with 1d, full success is now impossible.

With 2d, it’s either 1% (your first option) or 5% (your second option).

Those are pretty slim pickings. I would imagine it would make games much less interesting and dynamic.

In the first option, no one will ever have good odds of a full success. In the second, for very skilled characters it won’t make a huge difference (compared to the suggested rules), but it will really really hurt the low dice rollers. Overall, that sounds like the opposite of what I would want! But you do you, of course. :slight_smile:

If you really want to a slightly harsher system for whatever reason, you can cut your odds by 25% or so by using the card deck method, but making one suit ā€œno goodā€.

Even better, just switch to d12s instead of d10s. (Partial success 10-11, Full success 12.)

Well, as I said, I’m doing it for Werewolf, in combat situations only, so the average character rolls at least 6 dice, and it can easily go up to 8 ou 9.

But I think you’re right in that it doesn’t really change anything for the best.

Oh, yeah. Those aren’t good numbers for this system.

Maybe it might work with d20s…

KULT: Divinity Lost uses 2d10 with a slightly extended bonus range. This results in a very similar probability distribution to the original 2d6 with a finer granularity of results.

Any thoughts about continuing this conversation on some other forum/site after the end of this month?

This is a good question. I’m considering it - it would be nice!

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