Outdoor Retreat Probability
Posted: Tue Aug 19, 2014 12:43 am
It come up in games. I've meant to add one to the Adventuring sup for some time: http://basicfantasy.org/showcase.cgi?sid=66
The trouble is, CoE tables are notoriously difficult to understand. The original table in Moldvay B/X always gave me dyslexia because it assumes party evasion. And the one in the DMG is nice but lengthy.
I've attached a proposal; it's more true to the original B/X "Chance of Evasion" table; but I still hanker for a more *basic* approach.
One idea I had was instead of adding/subtracting percentages, just make it a Save vs Death Ray with mods; this would also make "DEX check" compatible. This would eliminate the whole first table, but one would have to assume to save as the lowest HD creature in the evading group. Or better yet, maybe not even mention probability and just suggest criteria: that way it could work with d6 roll also.
(Attachment Below: any objections?)
EDIT: BTW the goal here is not to codify these guideline in stone, but to provide a "sit and play" "batteries included" supplement for those who do not have original texts.
The trouble is, CoE tables are notoriously difficult to understand. The original table in Moldvay B/X always gave me dyslexia because it assumes party evasion. And the one in the DMG is nice but lengthy.
I've attached a proposal; it's more true to the original B/X "Chance of Evasion" table; but I still hanker for a more *basic* approach.
One idea I had was instead of adding/subtracting percentages, just make it a Save vs Death Ray with mods; this would also make "DEX check" compatible. This would eliminate the whole first table, but one would have to assume to save as the lowest HD creature in the evading group. Or better yet, maybe not even mention probability and just suggest criteria: that way it could work with d6 roll also.
- Terrain is Familiar or Low Visibility (save +4) (+2 on d6)
Terrain is Unfamiliar, Featureless, or Rough (save -2) (-1 on d6))
Pursuers are twice as fast (save -4)(-2 on d6)
Evaders are twice as fast (save +4) (+2 on d6)
Pursuers have Scouts in place (save -2) (-1 on d6)
(Attachment Below: any objections?)
EDIT: BTW the goal here is not to codify these guideline in stone, but to provide a "sit and play" "batteries included" supplement for those who do not have original texts.