NOTICE: This site has gone though an upgrade and as part of the update your password will not work. You will need to use the "I forgot my password" option to have an email sent with recovery instructions. Once this has been completed and your password is updated you will be able to login. We apologize for the inconvenience however it was necessary to keep code up to date and your account safe.

-Admin

Tweaking My Favorite System (Dice Pools)

Your house rules, and add-ons
Post Reply
User avatar
BentonGrey
Sidekick
Sidekick
Posts: 39
Joined: Mon Mar 12, 2012 11:00 pm
Contact:

Tweaking My Favorite System (Dice Pools)

Post by BentonGrey »

Howdy guys! BASH remains one of my favorite systems, but my crew and I like dice pools, so we're giong to try out some of the alternate rules for our next campaign. Does anyone have any advice or special houserules that they think help the system work with dice pools instead of multipliers?
User avatar
BASHMAN
All-Father of Bash!
All-Father of Bash!
Posts: 2522
Joined: Sat Apr 03, 2010 11:00 pm

Post by BASHMAN »

You are going to use the ones from the optional rules section of the book? Personally I would go with either d6 success count (6 counts as 2 successes) or roll 1d12 per multiplier.

But little known fact, before it used dice, the very first playtest of BASH! used the playing card method.
Chris Rutkowsky
[url=http://www.bashrpg.com]Basic Action Games[/url]
Now on [url=http://www.facebook.com/pages/Basic-Action-Games/89564587837?ref=ts]Facebook![/url]
User avatar
BentonGrey
Sidekick
Sidekick
Posts: 39
Joined: Mon Mar 12, 2012 11:00 pm
Contact:

Post by BentonGrey »

Thanks for the response! We ended up going with the d12s, and we all really liked it. We still got some pretty explosive rolls from time to time, and it all worked pretty well. The only issue is that it makes modifiers a little fuzzy at times because obviously dice modifiers aren't nearly as powerful.
User avatar
BASHMAN
All-Father of Bash!
All-Father of Bash!
Posts: 2522
Joined: Sat Apr 03, 2010 11:00 pm

Post by BASHMAN »

BentonGrey wrote:Thanks for the response! We ended up going with the d12s, and we all really liked it. We still got some pretty explosive rolls from time to time, and it all worked pretty well. The only issue is that it makes modifiers a little fuzzy at times because obviously dice modifiers aren't nearly as powerful.
For the Dice Modifiers, you should be adding those *per die*. I would also allow that to apply to exploded dice.

So if you have were rolling +2x4, that would go to 4d12 w/ +2 to each d12.

So if you rolled 2, 4, 7, 12, (and the 12 exploded to be a 5), you would have a result of 4+6+9+14+7 = 40.

But I'm glad to hear it was working out!
Chris Rutkowsky
[url=http://www.bashrpg.com]Basic Action Games[/url]
Now on [url=http://www.facebook.com/pages/Basic-Action-Games/89564587837?ref=ts]Facebook![/url]
User avatar
BentonGrey
Sidekick
Sidekick
Posts: 39
Joined: Mon Mar 12, 2012 11:00 pm
Contact:

Post by BentonGrey »

Ohh, that's an elegant solution! Thanks man!
Post Reply