One of the limitations of the d20 system is its rangeability regarding opposing levels; while the difference between two opponents is within the d20 range, the system works. However, once that difference is exceeded, the result is assured, either impossible or guaranteed.
This is due to adding all modifiers to the die roll. This creates a guaranteed minimum result. Once the guaranteed minimum exceeds the difficulty, the outcome is certain.
This is a result of using dice. The dice physically determine what can be rolled, and it is only natural to add modifiers
after the die is rolled. However, this creates the above limitation.
Instead of adding modifers to the die result, the modifiers should modify the die roll maximum, viz, increase the range of the die roll.
Using the d20 paradigm by way of example, this way, instead of your tenth level producing a result range of 11-30 (1d20 +10), which is guaranteed to hit AC11, you get a result range of 1-30 (1d(20+10)), a 66% chance of success.
At twentieth level, the result range of 1-40 (1d(20+20)), a 75% chance of success. At thirtieth level, the result range of 1-50 (1d(20+30)), an 80% chance of success. At fortieth level, the result range of 1-60 (1d(20+40)), a 83.3% chance of success.
Code:
| AC
| -----------------
Lv Mx | 11 21 31 41 51 61
=========================
0 20 | 50 0 0 0 0 0
10 30 | 66 33 0 0 0 0
20 40 | 75 50 25 0 0 0
30 50 | 80 60 40 20 0 0
40 60 | 83 66 50 33 16 0
50 70 | 85 71 57 42 28 14
60 80 | 87 75 62 50 37 25
| -----------------
| % success With this mechanism, AC11 still retains some value, rather than becoming redundant at level 10.
This works whether using d20 or d100. If a modifier is added after the die roll, a moving band of workability is created. If the modifier is added to the die range, something a bit more rangeable is created.
Regards,
Script Wrecked.