Sacrosanct
Legend
That's how I do it. And this discussion is one of the reasons I went that wayOpposed rolls would probably be the best solution, with the additional benefit that a roll could still be considered successful even if it fails to generate any successes as long as it's larger than the opposing one. You can even treat such rolls as success with complications.
Dice pools are much harder to figure out the math and odds, but I think they are more fun at the table in actual play, as you attest. And faster. It's definitely a better system for people who struggle with remembering all modifiers, and when you're just comparing highest vs highest, it speeds up combat by a significant amount.Yeah as a very very general rule of thumb rolling twice the number of dice than the target number gives you about a 50/50 chance. Very roughly. Dice pools are defintely one of the least intuitive mechanics when it comes to estimating your odds; I like them though as I enjoy adding and removing dice as modifiers, and throwing a handful of d6s is fun (fireball!) -- I've made quite a few dice pool games.
*Edit Here is the link to the work in progress version. This is not the whole rules, just what I plan on having in the SRD so it would eventually be public anyway. Go to page 22 for a description on how they work (I don't expect you or anyone to read the whole document unless you want to lol). Feel free to mine this for ideas.
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