I don't like d20 very much, mostly because d20 systems. But that's not the only reason. In most of situations, I can scale the success of action in 6. 20 different success levels are too much for me, I couldn't distinguish a 13 from 12. Thus, d6 fits my needs greatly. (I liked WoD's dot-ststem too. Scaling ability to 5 is enough for me.)
I liked your graduated dice method at first glance, and I'd like to comment on your blog post after I fully read it. The idea is just great, I thought too about not widening the probability scale, but narrowing it for success. (As I can remember SavageWorlds used the reverse, but yours is a whole lot better.)
The only thing that doesn't fit for me is too many dice. You need to use every dice from d4 to d12, and it prolongs the time to determine something randomly. I remember the time when players search for appropriate dice while others wait. But there are many things I can learn an use from your system. So thanks for both comment and advice. =)
I don't like d20 very much,
I don't like d20 very much, mostly because d20 systems. But that's not the only reason. In most of situations, I can scale the success of action in 6. 20 different success levels are too much for me, I couldn't distinguish a 13 from 12. Thus, d6 fits my needs greatly. (I liked WoD's dot-ststem too. Scaling ability to 5 is enough for me.)
I liked your graduated dice method at first glance, and I'd like to comment on your blog post after I fully read it. The idea is just great, I thought too about not widening the probability scale, but narrowing it for success. (As I can remember SavageWorlds used the reverse, but yours is a whole lot better.)
The only thing that doesn't fit for me is too many dice. You need to use every dice from d4 to d12, and it prolongs the time to determine something randomly. I remember the time when players search for appropriate dice while others wait. But there are many things I can learn an use from your system. So thanks for both comment and advice. =)