After a few sessions (has it been two months already?) using 3d6 instead of d20, I've come up with a few revisions and clarifications of the original rules. These are designed to increase the fun; the balance has to be accounted for elsewhere.
|1,1,2 / 1,1,3 / 1,2,2:||automatic miss.|
|2,2,2:||roll 1d2 and add that to the attack|
|3,3,3:||roll 1d3 and add that to the attack|
|4,4,4:||roll 1d4 and add that to the attack|
|5,5,5:||roll 1d5 and add that to the attack|
|4,6,6 / 5,5,6:||automatic hit.
* The "effect progression" is designed so you don't feel let down when see you that glorious: ⚅⚅⚅ but don't have anything to maximise. It came up when our first triple-six was the wizard casting his (non-damaging) "sleep" spell (the houserule there is: the targets automatically fail the first save, and if I'm feeling generous they don't get the one round of slowedness first.) Since then I've come up with a basic guide to letting everyone enjoy the potency of that 1-in-216 chance.
For "negative" effects my progression is:
|pushed/pulled/slid||⇒||prone||⇘||dazed||→||stunned||→||unconscious||⇒||¿ 1d4 damage ?|
Of course, if it's obvious that a particular immobilising action should progress to restrained, for example, that's perfectly alright too. Not to mention blinded, deafened, dominated, weakened, etc.
The "positive" progression is a bit trickier, because there are basically the three parallel progressions:
|lightly obscured||→||heavily obscured||→||totally obscured|
... But at any point it could be totally reasonable for one branch to lead into another, or somewhere else. Those ones I just play by ear.
The overall goal with these progressions is that I want to make my players feel like they succeeded so well (or their spell was so potent) that the effect is the same, but turned up to 11.
... Matty /<