Jan 6, 2024 10:14 pm
The simplest part of ATDW is the task system.
1) Roll 1d20.
2) Add in die modifiers.
3) Meet or beat a 20 and you succeeded.
The hardest part of this is making sure that you've got all of your DMs accounted for. There are potentially A LOT of DMs.
A natural 1 is always a failure, and a natural 20 is always a success.
Here's an example:
Bill gets stung by a Xeno-Wasp the size of a cat. The venom is a paralytic poison. If he saves, his body fights off the venom and he just has a nasty looking, but non-threatening, wound. If he doesn't, he becomes paralyzed. After which, the xeno-wasp might decide to lay its eggs inside him. Not good.
The GM decides that this is normal task (no DM here). Bill gets to use his Constitution (12) as a DM.
Bill rolls a 9. He adds the 12 for a total of 21. Bill succeeds! Yay, Bill!
1) Roll 1d20.
2) Add in die modifiers.
3) Meet or beat a 20 and you succeeded.
The hardest part of this is making sure that you've got all of your DMs accounted for. There are potentially A LOT of DMs.
A natural 1 is always a failure, and a natural 20 is always a success.
Here's an example:
Bill gets stung by a Xeno-Wasp the size of a cat. The venom is a paralytic poison. If he saves, his body fights off the venom and he just has a nasty looking, but non-threatening, wound. If he doesn't, he becomes paralyzed. After which, the xeno-wasp might decide to lay its eggs inside him. Not good.
The GM decides that this is normal task (no DM here). Bill gets to use his Constitution (12) as a DM.
Bill rolls a 9. He adds the 12 for a total of 21. Bill succeeds! Yay, Bill!