Variant Rules: Successes and Failures


Other RPGs

RPG Superstar 2009 Top 32

So I was looking through Unearthed Arcana and several other RPGs for some variant rules.

I was wondering who has had successes or failures, fun or misery with: 3d6 instead of d20, 2d10 instead of d20, Defense Checks, Injury system, Vitality and Wound Points, Reserve Points, and Massive Damage Thresholds


G.U.R.P.S. and Hero System use 3d6 extensively. Honestly, I prefer the nice bell curve. The wild variance of a d20 can be very cruel if you are skill focused and you only get one opportunity to shine with that skill in a session.

RPG Superstar 2009 Top 32

kid america wrote:

So I was looking through Unearthed Arcana and several other RPGs for some variant rules.

I was wondering who has had successes or failures, fun or misery with: 3d6 instead of d20, 2d10 instead of d20, Defense Checks, Injury system, Vitality and Wound Points, Reserve Points, and Massive Damage Thresholds

I should have prefaced this post with I was considering using these variant rules in Pathfinder and/or d20 Sci Fi game.


It can come down to a preference of simplicity (d20) vs. consistency.

In d20 I just make one roll and do modifiers, but there is a lot more erraticness in the results.

with 3d6 there is more consistency but it's more annoying to sit there and count dots or 3 numbers for every single roll.

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