1 is a critical failure; you miss completely to some added complication or disadvantage, and you take damage to HPs. 2 is a miss; things don't go well and the risk turns out badly. A total of 3 or 4 is a partial success; you do it, but there's some cost, compromise, retribution, harm etc. 5 is a full success; you do it without complications. 6 is a critical success; you do it perfectly to some extra benefit or advantage.
That's the new dice mechanic sorted then. Due to there being no bell-curve all 6 possible actions are as likely as each other every time the dice is rolled. This should result in a much greater swing in results and therefore greater unpredictability and more ramping up of tension.
The other thing I wanted to do was introduce +/- modifiers to the dice roll depending upon what's happening 'in game' at the time. The example I used last time was when an Orc got a kick in on Fang's shin. This could have resulting in him having to modify the die result by -1 for the next round. If it had been a more serious injury, on a 1 for example, then maybe the modifier will carry through until he's able to rest for a period or find some way of healing. Once again, we'll see how it works in practise before formally implementing it.
So that's it for now. We'll see how it plays out in the next post.
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