The next step is to determine how other things, particularly spellcasting, is going to work. I had been planning on a d6-based X-in-Y system, probably using the good old 1-in-6 chance as a starting point. But part of that plan had been based on all checks being some sort of X-in-Y mechanic, including combat. Now that we’re going with a more standard ‘beat target on 1d20,’ I’m suddenly leaning toward making everything use that mechanic.
As someone who’s never played an RPG engine newer than 2e AD&D, this sudden plan to use what I think is more or less the D20 core mechanic comes as a bit of a shock. I don’t even know how all of that stuff exactly works or is written up, but I’ve got my own ideas how to handle it and I doubt they’re that different than what’s been out there for years.
Take, for example, the white warrior Vergalyn from the example characters I rolled up an posted the other night. He’s 4th level (worth +2), has Mace-3 skill (worth +3), and a STR of 10 (worth +1 with a mace). So Vergalyn’s player writes Mace (+6, 1d6) on his character sheet. When he attacks, he rolls 1d20 and adds 6 to the result. If the total is higher than his target’s AC, it’s a hit. The player just calls out the total and the DM knows if it’s good enough and says “hit” or “miss.”
Part of me wonders if this is lame and unimaginative, and part of me likes the all the fiddly different systems in oldschool D&D and Traveller. But I wonder if my suspicion that this might be lame is due to the bias against D20 that’s pretty strong in these regions. Would I have felt the same thing in 1988?