Hello!
This is a timely post, as I recently switched my game to player facing rolls after picking up a copy of Dungeon World. The last two sessions I ran I used mostly player racing rolls in the Dungeon World style.
First, my take on this video. I think itâs great that professor DM set all that up so that the probabilities are identical to what you would have in standard D&D/ICRPG. But I felt that at the end of the day, this system still requires the same amount of rolls in aggregate. Part of the reason I switched to player facing rolls was to speed up game play.
Now, let me share what Iâve been doing. In addition to speeding things up, I switched to Dungeon World style rolling because I love the narrative/player choice system. How good or bad a player rolls results in either tough choices and damage or a choice of boons.
If youâre not familiar with Dungeon World, players roll two d6. On a roll of 10+, they are successful and in some cases they get to choose some cool stuff. For example, the player would be able to ask the DM specific questions on a 10+ perception roll. On a roll of 7-9, they are successful but at a cost. The DM will either deal out some damage, or offer them a difficult choice. On a 6- they fail and the DM gets to lay the hurt on in anyway they see fit.
In ICRPG I settled on a roll of 3 more or greater than the target is equivalent to 10+, 3 less than the target to the target is equivalent to 7-9, and 4 less than the target or less is equivalent to 6-.
The results were remarkable. My players loved making the choices, and combat was lightning fast. Moreover, we had some of the most deadly and dramatic encounters despite the fact that I did basically no prep. Coming up with a difficult choice for the players that makes sense narratively is super fun from a DM perspective, and because the players get to choose, I didnât feel as bad doing things like destroying their gear or placing their beloved NPCs in danger.
One final note on probabilities. Just yesterday I was thinking about how the Dungeon World system stacked up to what I did in terms of probabilities. Unmodified, the probability of rolling 10 or above with 2 d6 is only like 16%. Rolling 7-9 or 6 or less is 42%. I think this is a great distribution, because more often then not youâre dealing damage or offering difficult choices. However, as the characters level and they start adding modifiers to those rolls, the distribution changes dramatically to favor the players. I feel that this is the biggest weakness with Dungeon World. What I would like to do is mirror those probabilities in a player facing ICRPG system. The strength here is that as players level, or as they face something really difficult, you can move the target. I still need to get around to calculating that out.