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		griff Captain
  
  
  Joined: 16 Jan 2014 Posts: 508 Location: Tacoma, WA
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				 Posted: Thu Mar 06, 2014 11:09 pm    Post subject: natural 20. i mean natural 6 | 
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				There are in a lot of game a special bonus for a maxed out die roll. Double damage in D&D. In SW with a successful melee attack roll with a 6 on the wild I would let the attack bypass any armor the target was wearing. Does anyone have special rules like this. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. | 
			 
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		Random_Axe Lieutenant Commander
  
  
  Joined: 11 Sep 2013 Posts: 103 Location: Toronto
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				 Posted: Fri Mar 07, 2014 9:50 am    Post subject:  | 
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				In all the campaigns I have run, I rule that when a player rolls a full set of 6's on whatever dice pool being used, the PC automatically gets an immediate +1 pip to that skill.
 
 
Not applicable for base Attribute rolls.
 
 
Easier to happen for lower-skill uses, much more rare to happen with a larger dice pool.
 
 
I should add that we do not use the Wild Die rules.  At all. | 
			 
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		Tupteq Commander
  
  
  Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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				 Posted: Fri Mar 07, 2014 9:58 am    Post subject:  | 
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				I'm not providing any bonus for natural 6. Probability is IMO too high (~17%). Also, if you used some special effect for damage, then you should consider similar bonus for soak roll (to keep balance).
 
 
In my games players use called shots for extra effects (head-shot, gap in armor etc.). I also provide a damage bonus for good attack roll (+1 for each 5 above difficulty). Accidental lucky hits are handled by Wild Die in damage roll (two 6 in Wild Die in a row has probability about 3%, close to 5% of 20 in d20). | 
			 
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		shootingwomprats Vice Admiral
  
  
  Joined: 11 Sep 2013 Posts: 3274 Location: Online
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				 Posted: Fri Mar 07, 2014 11:20 am    Post subject:  | 
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				I also do not give anything special for a '6' on the Wild Die as making it explosive is already a benefit. I do use the 'Spectacular Success' for rolling 10 over the needed difficulty instead of 15.
 
 
I allow the player(s) to decide what special happens that directly involved the skill being used. This can be handled as something cool narratively or as a small bonus. _________________ Don Diestler
 
Host, Shooting Womp Rats
 
The D6 Podcast
 
http://d6holocron.com/shootingwomprats
 
@swd6podcast, Twitter | 
			 
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		Quetzacotl Commander
  
  
  Joined: 29 Jan 2013 Posts: 281 Location: Germany
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				 Posted: Fri Mar 07, 2014 11:32 am    Post subject:  | 
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				Well, a 6 on the Wild Die already gives you a bonus:
 
You can roll another die and add the result to your roll! (and if this is a 6, rinse and repeat!).
 
 
So there already is a "natural 6" rule implemented, just a little different then in other games (where the odds for a particular roll are not so high, like Tupteq already showed).
 
 
 
 
But if you are looking for some Mechanics one could use:
 
- If at least half of the Dice rolled show a 6, add a bonus (like your "armor ignored". Depends on the kind of roll).
 
- If the average of your rolls is 5 or more, add a bonus | 
			 
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		shootingwomprats Vice Admiral
  
  
  Joined: 11 Sep 2013 Posts: 3274 Location: Online
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				 Posted: Fri Mar 07, 2014 11:47 am    Post subject:  | 
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				I suppose if you wanted to you could allow a +1 pip for every six rolled in the dice pool. Additionally you could +1 pip for every '6' and -1 pip for every '1', the difference being the bonus or negative modifier to the skill roll. _________________ Don Diestler
 
Host, Shooting Womp Rats
 
The D6 Podcast
 
http://d6holocron.com/shootingwomprats
 
@swd6podcast, Twitter | 
			 
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		cheshire Arbiter-General (Moderator)
  
  Joined: 04 Jan 2004 Posts: 4866
 
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				 Posted: Fri Mar 07, 2014 11:51 am    Post subject:  | 
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				 	  | Tupteq wrote: | 	 		  I'm not providing any bonus for natural 6. Probability is IMO too high (~17%). Also, if you used some special effect for damage, then you should consider similar bonus for soak roll (to keep balance).
 
 
In my games players use called shots for extra effects (head-shot, gap in armor etc.). I also provide a damage bonus for good attack roll (+1 for each 5 above difficulty). Accidental lucky hits are handled by Wild Die in damage roll (two 6 in Wild Die in a row has probability about 3%, close to 5% of 20 in d20). | 	  
 
 
I'm kind of with Tupteq on this one in terms of the benefits with a 17%probability.  I do award some benefits to people rolling +15 or more above the difficulty.  But Nothing quite like a "critical hit" as such. _________________ __________________________________
 
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. | 
			 
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		garhkal Sovereign Protector
  
  
  Joined: 17 Jul 2005 Posts: 14382 Location: Reynoldsburg, Columbus, Ohio.
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				 Posted: Fri Mar 07, 2014 3:51 pm    Post subject:  | 
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				While others have hit the salient point of the wild die 6 already has the exploding rule for 'getting a nat 6', i do like Random's idea of giving a free boost to a skill used if you 'yahzee' and get all 6s...  Though if i went that route, i would just halve the CP cost for boosting it, rather than a full on free boost to the skill. _________________ Confucious sayeth, don't wash cat while drunk! | 
			 
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