The goal of this method is a balanced curve and exciting rolls.

It is called Reload Dice.

It is designed for a Pen and Paper system with **Skill-Levels from 1 to 8** and **Difficulty-Levels from 0 to 14** (very easy to impossible).

You roll the dice, take the result, then add the Skill-Level and substract the Difficulty-Level.

The endresult determines the grade of success or failure.

**1. The Dice**

https://www.shapeway...tionId=41149089

(you will have to paint them)

**You use 2D5 with rounded ends.**

The dice have numbers from +2 to -2 and special symbols.

**Each die always lands with 2 sides on top.**

With each roll, the 4 sides together determine the result.

**+2, +1, -1**: You add the value to the result.

**Loading Die:**

**=** : Ignore the numbers on the Stacking Die. (Shield)

**Stacking Die:**

**X** : Ignore the = , when you roll both symbols. Otherwise no effect. (Break)

**O**: Change the = to an - , when you roll both symbols, disabling its effect and multiplying the number on the Loading Die by -1. Otherwise no effect. (Turn)

**XO**: O keeps its effect. Memorize the result on the Loading Die, roll again with both dice and add the prior result to the new result.

If result was 0, instead multiply by 2. (Repeat)

**(-2)**: Ignore the other number on the Stacking Die. (Set)

**Loading Die: Stacking Die:**

**+1 +1**

**= X**

**+2 O**

**-1 -1**

**+1 (-2)**

**Loading: Stacking:**

**+1/= +1/X**

**=/+2 X/O**

**+2/-1 O/-1**

**-1/+1 -1/(-2)**

**+1/+1 (-2)/+1**

There are 25 different possible outcomes each time, you roll.

Main goal: excitement

**2. The Curve**

**x means an additional roll.**

4% I 8% I 8% I 16% I 20% I 16% I 8% I 4% I 4% I 4% I 4% I 4%

-3 -2 -1 0 1 2 3 x+2 x+1 2x x-1 x-2

-2 -1 0 1 2 3

0 1 2

0 1 2

1

Main goal: motivation

**3. Success and Failure**

**Endresult = Dice result + "Skill-Level" - "Difficulty-Level"** (Difficulty can change with circumstances)

**-3: Critical Failure**

**-2, -1: Failure**

**0: Barely made it**

**1, 2: Success**

**3+: Critical Success**

Skill- and Difficulty-Level differences: Critical Success, Success, Barely made it, Failure, Critical Failure

C.S. / S. / B. / F. / C.F.

Difficulty -6: ~100% / ~1% / v.s. / v.s. / very small

Difficulty -5: ~95% / ~5% / v.s. / v.s. / v.s.

Difficulty -4: ~85% / ~15% / ~1% / v.s. / v.s.

Difficulty -3: ~75% / ~20% / ~5% / ~1% / v.s.

Difficulty -2: ~55% / ~30% / ~10% / ~5% / v.s. **very good success chance (95%)**

Difficulty -1: ~30% / ~45% / ~10% / ~15% / ~1% **good success chance (85%)**

**Difficulty equal: ~10% / ~45% / ~20% / ~20% / ~5% **normal success chance (75%)

Difficulty +1: ~1% / ~30% / ~25% / ~30% / ~15% poor success chance (55%)

Difficulty +2: v.s. / ~10% / ~20% / ~45% / ~25% bad success chance (30%)

Difficulty +3: v.s. / ~1% / ~10% / ~45% / ~45% very bad success chance (10% and often critical fail)

Difficulty +4: v.s. / v.s. / ~1% / ~30% / ~70%

Difficulty +5: v.s. / v.s. / v.s. / ~10% / ~90%

Difficulty +6: v.s. / v.s. / v.s. / ~1% / ~100%

Difficulty-Level 14 (Impossible) is always a fail, when tried alone.

Not every action must have a possible outcome for a critical success or failure. Critical results will then count as normal success or failure.

Main goal: balance

**4. Conclusion**

Characters can try doing actions within their skill range. Preferably, they will mainly do actions with a good success chance or better.

The dice are important, but the main role plays the character.

The curve offers a good range of possible outcomes and tries to be realistic, while adding excitement.

A **good (4)** Archer will hit a **tough (3)** target most of the time, but still **also **has a slight chance to miss a **normal (2)** target and can also miss an **easy (1)** target at maybe one out of hundred or twohundred shots.

If he really has to, he can try hitting a **very difficult (5)** target, or maybe he will try to change the conditions to **lower the difficulty**.

These are some examples for difficulty levels.

I just came up with some words for the numbers, I had, so this is more like an example.

**The Skill- and Difficulty-Levels:**

0 very easy

1 easy 1 poor

2 normal 2 bad

3 tough 3 normal

4 difficult 4 good

5 very difficult 5 very good

6 exceptional 6 incredible

7 heroic 7 excellent

8 colossal 8 legendary

9 titanic

10 critical

11 nearly impossible

12 crazy

13 mad

14 impossible

For attacks, the Reload Dice would be used for hit chance (fail, miss, glancing blow, hit, critical hit) and a 3rd dice for damage.

The defenders evasion ability could represent the Difficulty-Level for the attack for example.

Main goal: fun

What do you think?

I will also post my character sheets, when they are finished, but the dice can also be used with other systems, I think.

On shapeways.com you can buy one dice for about 5 bucks and one would need at least 4 of them. (Maybe only 2 or maybe 2 for each player)

Fine permanent markers in 3 different colors are also needed.

**Edited by Malto, 13 April 2018 - 10:29 AM.**