torus wrote:Bysshe wrote: I'm still removing the caps, though. Scaling is easy.
Just wondering, if you allow abilities to increase substantially, how do you handle skill checks? Does a skill 12 hero automatically succeed at everything? Seems to me that the 2d6 nature of the system places severe limits on stat improvement. Essentially it's the same as Traveller in this regard.
Another issue of scale. When the PCs' stats get high enough, the number of dice rolled for skill checks could increase accordingly. In the event of low-level PCs and NPCs mixing amongst a group of high-level PCs, the high-level PCs (and NPCs) would have to roll an increased number of dice, while the low-level ones would use the standard 2d6 mechanic.
I've already experimented with this concept when designing custom mechanics for one of my PCs with an unusual character concept. Essentially, once certain thresholds are hit, (in this particular example, based on the PC's current maximum stamina value) the number of dice rolls required to deal with certain events automatically advances appropriately. As long as the number of dice rolled is scaled properly and consistently, it shouldn't be an issue.
Modifiers could also be applied as an alternative to increasing the number of dice rolled. For example, having a PC with a skill of 13 roll 2d6 is almost pointless, but having them roll 3d6 might be a bit too punitive, though not really beyond reason; after all, a skill 7 PC has 5 chances to fail a check as well (assuming no modifiers). But if the idea is that high-level characters should remain slightly better at what they are doing than low-level characters, it might be prudent to have them roll 2d6 + x, where x is dependent on how many points above 12 a PC's skill is. Furthermore, it might be even simpler to just have a rule that high-level PCs always have to make opposed checks against predetermined numbers based on their current stat values. Really, any of those ways could work, but it should be a while yet before I have to decide how I want to handle it.
Does it complicate matters? Yes, slightly, but I think it's worth it when you consider some of the plans I have for the campaign and the nature of the challenges within it. It also provides an essentially unlimited motivation for character advancement, so if this campaign should run for years, there will still be room for the PCs to improve their characters. I like the idea of limitless vistas, and having my PCs able to improve themselves to demigod level and beyond. My favorite D&D campaign was one in which I got to play a level 40+ character - the DM just gave us ludicrous challenges to compensate. In a game which only uses d6s, it should be even easier to scale, and again, as long as I provide encounters which are tailored to the party at hand, it's all gravy and proportions.