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, Iā€™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 Iā€™d still like them to MEAN something and bring consequencesā€¦

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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, theyā€™re GaĆÆaā€™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 itā€™s working for you!

Itā€™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. Iā€™m thinking about trying it with Charge, as I like Chargeā€™s momentum system. Iā€™ll have to crunch the numbers a bit to see how well momentum gains line up with the standard d6s versus this threadā€™s d10 approach.

Feel free to share your findings! Or we can chat about it here - Iā€™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 havenā€™t had time to look at the SRD, but from what youā€™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, Iā€™m just going by your description here).

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Following on my use of this system for Werewolf the Apocalypse, Iā€™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?

Thatā€™s going to be pretty brutal. Basically, youā€™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, itā€™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 wonā€™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, Iā€™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 youā€™re right in that it doesnā€™t really change anything for the best.

Oh, yeah. Those arenā€™t good numbers for this system.

Maybe it might work with d20sā€¦

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. Iā€™m considering it - it would be nice!

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