If you’re walking in on the middle of this series, there’s an index here.
Second Edition checks are roll under ability score, d20 rolls. Level success is subsumed into difficulty; by which I mean you choose your degree of success before you roll, by taking modifiers, then pass or fail. Proficiency is simply one of these modifiers.
Placing choice in a modifier list, adds complexity and reduces drama in my opinion, both not in the spirit of the game. So, I’d prefer a different approach to level of success, one that still supports the basic roll, for Advanced Fantasy Dungeons.
To perform an ability check, roll 2d20 and compare against your ability score. Rolling under your ability score is a success. If both dice are a success, you achieve your goal. If one dice is a success, you succeed partially ir with consequence. If neither dice is a success, you do not succeed.
I like this a lot. Faithful, dramatic, Now, options for bonuses or penalties:
- Numerical Bonus/Penalty
- Additional dice, drop lowest/highest
- Increase in level of success/consequence
Option 1 is highly compatible, and scales up with levelling up until it’s impossible to fail. Option 2 is messily compatible, and scales down with levelling up until the advantage is negligible. Option 3 is neat and more narrative, but places a lot of weight on the GM to adjudicate or negotiation becomes a greater part of play. I think choice might be good here:
If you have relevant proficiency or have gained the upper hand in some way, take advantage by rolling an an additional dice and favouring success. If you do not have a relevant proficiency, or are on the back foot, take disadvantage by rolling an additional dice and favouring failure.
n You can have either advantage and disadvantage multiple times, and they cancel each other out. You can always trade advantage for special or greater effect, by negotiation with the game master.
I think this feels like AD&D, but adds a lot! Every +1 is +1d, players have interesting choices before rolling, there is drama during the roll, and results are clear post-roll. Probability curves plateau pleasingly, increasing probability of success but always leaving possibility of failure.
This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on this approach, whether I’ve overlooked anything glaring, or anything of the sort!
Idle Cartulary
2nd April 2022


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