[Home]PlayerOnlyRolls

HomePage | RecentChanges | Preferences

Difference (from prior author revision) (major diff, minor diff)

Changed: 4c4
: In this varant the referee attempt to do no die rolling at all. This is achieved by reversing all the normal rolls that the referee makes to defence rolls. This in it's hardest form includes secret or supprise rolls.
: In this varant the referee attempt to do no die rolling at all. This is achieved by reversing all the normal rolls that the referee makes to defence rolls.

Changed: 6c6
: As a simple rule - PC take off 10 DC to make Mods and NPC add 12 to Mods make a DC.
: As a simple rule - PC take off 10 DC to make Rolls and NPC add 12 to Mods make a DC.

Changed: 17,19c17
: If you use this Varant as a referee you have to get past the idea that players should not know what is happening, even if there character don't know. So instead of rolling secretly for spot hiddens or spell effects and asking for undefined saving throw rolls you instead tell everyone why then get them to roll. For example: "In the darkness a figure moves, Roll Spot DC 21 to notice it". later Those of you that failed are supprised when the Orge jumps over the fallen log and lands in your mist, the rest of you get to act as he is doing it."

: There are two problems with this: a) referees are not used to it so I can be difficult to think on your feet how to do it correctly, a skill that gets better with time; b) the players are not used to it at first and some players can forget that there is a difference between there understanding of events and their characters. This is something that the referee has to quickly train his players out of and watch carefully for infractions.
: see DramaticSetups

Ref: DnD35e

D&D Varant: Player Only Rolls

Preface

In this varant the referee attempt to do no die rolling at all. This is achieved by reversing all the normal rolls that the referee makes to defence rolls.

As a simple rule - PC take off 10 DC to make Rolls and NPC add 12 to Mods make a DC.

Attack and Defence Rolls

Attacks stay the same as normal D&D for players but for NPC they are changed. Insteed of the refereeing rolling to hit attack rolls the players roll 'defence rolls' for their chacter instead. The players subtract 10 from there AC and add this to a d20 as a kind of save vs the NPS static Attack DC. The Attack DC of an NPC is there Attack Mod added to 12.

IE PC AC 18 vs NPC Attack +7 become a PC Defence Save +8 vs NPC Attack DC 19.

Criticals, Fumbles, Auto Success and Fails

As in the standard rules a 20 is an auto success, and 1 is an auto fail for Attacks and Saves. The Threat Ranges also apply as normal on attack but on defence rolls they are reversed. If an NPC has Attack Threat Range 17-20 this translates to a Defence Threat Range of 1-4. If the player rolls a second Defence fail then the NPC Crits.

Magic Saves

Skill Checks

Opposed Rolls

Secret and Supprise Rolls

see DramaticSetups


HomePage | RecentChanges | Preferences
This page is read-only | View other revisions
Last edited September 6, 2006 6:34 pm by DaveF (diff)
Search: