Successes using d20s and Harvesting Resources


Homebrew and House Rules

Dark Archive Bella Sara Charter Superscriber

This is a bit of a scattershot post, but I've been considering a success based system for D&D and don't have my thoughts well-organized. If anyone has any thoughts, comments, criticisms, etc., I would be glad to hear them:

Scavenging for Value: The party has just finished killing an ogre in his lair. Junk is scattered all over the room, some of which is obviously valuable (coins, gems, etc) and some of which is likely to be worthless junk. Appraise is used to identify the most valuable items to determine how much can be scavenged and resold. Make an Appraise check, DC 10. On a failure, the party finds nothing of value in the junk. For every 5 points over DC 10 (a success), the party finds 3d6 x ranks in Appraise in gear that can be scavenged and resold. So, if the result of the Appraise check was 27, that would be 4 successes, and the total value of the treasure would be 12d6 x ranks in appraise.

I would likely use this in other instances of resource harvesting in the campaign. So...

Fur trapping: Survival check, DC 10, each success yields 3d6 x ranks in Survival in gp.
Mapping: Profession: Cartographer or Knowledge: Geography, DC 10, each success yields a map worth 3d6 x ranks in the skill used in gp. If character is trained in both skills, that adds an extra success automatically.

Etc...

The gp value and DC may vary, but the basic concept remains the same: the better you do on the roll, the more you are able to harvest. If you have a complimentary skill it adds an extra success. Assists would still just add +2 to the roll as normal.

Liberty's Edge

They had a raise system in Deadlands and Deadlands: HoE that you may want to look at.

Dark Archive Bella Sara Charter Superscriber

Xpltvdeleted wrote:
They had a raise system in Deadlands and Deadlands: HoE that you may want to look at.

Thanks for the info. Do you mind summarizing? I don't have either book.

Liberty's Edge

Sebastian wrote:
Xpltvdeleted wrote:
They had a raise system in Deadlands and Deadlands: HoE that you may want to look at.
Thanks for the info. Do you mind summarizing? I don't have either book.

It was kind of weird. Instead of static stat values you had XdY, anywhere from 1-4 dice and anywhere from a d4-d12 (and very, very rarely a d20). When you had ranks in a skill, you rolled a number of dice for the appropriate stat (d4-d12) equal to however many ranks you had in that skill (if your dex was a 3d10 and you had 5 ranks in shootin' you would roll 5d10)--these dice were also exploding (reroll when max came up) and you would only keep your highest roll; no other modifiers. Most of the DCs were between 3 and 9, and for each 5 you went over you got a raise.

The raises for scrounging stuff and crafting skills worked basically like you said. Roll = DC: standard effect. 1 raise: more of an effect. etc.

When the raises were used for combat you could hit more vital spots with raises (Each body part had a number of wounds, so location of shot was important).

All in all a fun game with an overly complex system that (in my opinion) killed it.

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