Weal and Woe
The recent kerfuffle over the Dungeons and Dragons OGL has me wondering whether I can turn my 2d10 conversion of D&D into its own stand-alone, non-OGL system. There’s a lot I would need to do to make that work, but let’s start with the advantage/disadvantage mechanic. I want to take a system where you can add d10s to 2d10 rolls, but universalize it and limit it. So to that end, let’s introduce the idea of the Weal and Woe dice pools:
The universe is strangely balanced, whether by gods, some unknown purpose, or just random chance. Good luck always follows bad, and bad luck follows good. In the game, this is represented by the Weal and Woe dice pools. While dice are more tactile and intuitive to use for these pools, tokens, coins, tallies on a sheet of paper, or a tracker on a virtual table top may be used instead.
If, after all the Weal and Woe dice are added and then sent to their destined pools, the final roll is a double, and that doubled number is greater than the amount in the Weal pool (if a player is rolling the 2d10) or the Woe pool (if the GM is rolling the 2d10), then move a die from the opposite pool to the 2d10 roller’s pool. This has the effect of balancing the pools over time.
The circumstances where players may roll dice from the pools are the following:
- Before the player rolls his 2d10, the GM may declare that the circumstance is either favorable or unfavorable. With a favorable circumstance, the player may choose to roll a die from the Weal pool after his roll, and select a die to discard to the Woe pool. With an unfavorable circumstance, the GM may roll a die from the Woe pool after the roll, and select a die to discard to the Weal pool. Alternatively, if it’s an enemy who suffers an unfavorable condition, the player may roll from the Weal pool to cause him misfortune, and an enemy with a favorable condition gains his extra die from the Woe pool.
- Players may select to aid another player. To do so, they must have training in the skill, or another ability relevant to what the other player is attempting. They also must forgo making an attempt themselves, and share in the consequences if the final roll is a failure. The duration over which the helper can’t make an attempt depends on the situation. You can help someone else make an attack by feinting, but you can’t make an attack in the same turn. You can help someone climb a wall, but you can’t make progress climbing the wall yourself at the same time. If you’re trying to help someone recall some lore, or figure out a mechanism, it’s assumed that you’ve already given it your best shot, and you can’t try again until they can, when the circumstances change—you gain access to a new tool or research materials, for example.
- Certain ancestral, class, or other features may allow you to draw from the Weal pool either to help in your own 2d10 roll or an ally’s. On the other end, certain monster abilities allow them to draw from the Woe pool.
It’s certainly possible for a party or the GM to burn through their pool, especially when they’re desperate. However, once one pool fills up to 10 dice, new options are on the table. At any time when the players have 10 dice in their Weal pool, or the GM has 10 dice in their Woe pool, the party (all players must agree) or GM with all the dice can do one of the following:
- The party or the GM declares that every roll for one side in the combat has one higher degree of success, and every roll for the other side has one lower degree of success than the dice actually show, until the beginning of the turn of the character when that is declared.
- The party or the GM declares that a single roll is a double 10, no matter the circumstances of the roll.
- A party or GM can describe a lucky break, introducing a circumstance or random chance brought on by the preponderance of luck on one side. The GM may start a random encounter with a deadly foe, a player may declare the arrival of a strong ally. The circumstances of the lucky break doesn’t last beyond a single encounter.
Once the GM or party uses the dice in this way, all dice are divided equally between the two pools again immediately (after the perfect double 10 roll, but before the encounter or round plays out).
Source: https://www.donaldscrankshaw.com/2023/01/weal-and-woe.html
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