My fanatical groupies (yeah, right), will notice that this is a concept that I've approached over and over again, looking for a good way to do it. This time, I'm going D20, which may disqualify it as "indie" game design.
Hidden Magic (http://wso.williams.edu/~msulliva/campaigns/d20/magic.html), an attempt to blur the line between magical and mundane actions.
Why does it have to be D20/OGL?
Couldn't the GM just roll 10 to 20 dice of whatever type of dice is used most often in the game being played?
Quote from: Nomad
Why does it have to be D20/OGL?
Couldn't the GM just roll 10 to 20 dice of whatever type of dice is used most often in the game being played?
It doesn't have to be D20/OGL. I post it here half-in-hopes that someone will use it for some other game. Since I chose to use D20 as a good example, I put it under the OGL because... Hey. Why not?
There are implications to moving away from D20, of course. Rolling a 7 on a D20 happens 5% of the time. Rolling it on a d10 happens 10% of the time. Rolling it on a d100 happens 1% of the time. So, while the basic idea is pretty universally applicable to any non-die-pool system (and I've used close variations on the idea for die pool systems, too), you'd need to work a little to fit it to the commonality of magical effects and your base die type.