Need Help Roughing Out New Dice Mechanic


Other RPGs


Trying to find some assistance in fine tuning a dice mechanic for a home-brew game system.

The dice mechanic is called "Lining up a Shot". It is to be the primary way of shooting a gun at a target.

In a nutshell, the concept is this: The player rolls two dice (lets call one an Accuracy die, and one a Stability die), and attempts to have the resulting two numbers both fall within a pre-determined parameter. Here's an example, using 2 d12s for die:

A sniper (the player) is trying to line up a shot on an enemy soldier (the gm). The battlefield is hectic. The result of the Sniper's Accuracy die roll must be above 5, and his Stability roll below 7, for his shot to hit the enemy soldier. Both dice are rolled simultaneously.

Does the probability of success seem sound here, or will every shot be statistically unsound? What do you think the average, unmodified set of target numbers should be?

I'm very appreciative for any answers or time you take to help me out here,
Thank you.

PLEASE do not reply with posts about using an existing mechanic, or a completely new one. The purpose of this post is to troubleshoot the existing idea. Thank You.


1 person marked this as a favorite.

Chance to hit:

(6/12)*(7/12) = 42/144 = 29% (roughly)

Because you have above on one and below on one I actually miscalculated at first. I strongly advice AGAINST having one roll ABOVE and one BELOW. It makes the thinking required unecessarily complex if you want to apply bonuses and so on. You'll have to reverse your thinking depending on which die you're looking at.

(i actually had to recalculate twice because of this)

Without knowing any of the additional rules it's hard to say if this is reasonable. I mean if a sniper shot kills instantly it might be acceptable, but if it takes multiple hits to kill it's going to need adjustments.

Grand Lodge

I agree with not having one above and one below.

The whole idea seems unnecessarily complex. What do you do with modifiers (High wind, twilight, clouds of dust from animals/vehicles, etc)? What if the sniper has a 12 for accuracy and a 12 for stability? You are increasing the randomness far too much for a trained sniper.


ClockworkWraith wrote:
PLEASE do not reply with posts about using an existing mechanic, or a completely new one. The purpose of this post is to troubleshoot the existing idea. Thank You.

I don't like the above/below concept. I like rolling high to be good and low to be bad. It can occasionally work, but it has to be pretty spectacular to do so.

Second, it's hard to judge this without the context of the rest of the game.

Lastly, if you aren't open to criticism of your concepts, I don't recommend asking for it but trying to put limits on what people can say.


Assuming you are using old-school stats...

Accuracy & Stability

DEX would give bonuses to your Stability rolls.
14-16 --- +1
17-20 --- +2

INT might add add to Accuracy
14-16 --- +1
17-20 --- +2

Some Talents or Feats

Visual Accuity
Must be purchased at character creation.
You have a natural uncanny knack for judging distance. Add 2 to your rolls for accuracy when attempting a ranged shot with a proficient weapon.

Steady Hand
You have trained long and hard to master the muscles and nerves in your fingers and arm with your weapon of choice. As such, add 2 to your Stability check when attempting a ranged shot with a proficient weapon.

Community / Forums / Gamer Life / Gaming / Other RPGs / Need Help Roughing Out New Dice Mechanic All Messageboards

Want to post a reply? Sign in.
Recent threads in Other RPGs