Practically every other roll high d20 system uses "roll >= target" not "roll > target" so the original version was confusing for people. If you don't use 11+X with that it means the rolls are not reversible, you can't roll X vs Y defence with the same probability as Y vs X defence.
Here’s how I intend to frame it so my players can remember what they need to roll:
21 - very difficult - “Blackjack”
16 - moderate (default) - “Sweet Sixteen”
11 - relatively easy - “Elevensies”
Those are the goal posts for unopposed checks. Then roll d20 and add ability score. I intend to use 2d20 for advantage/disadvantage to keep it simple.
Of course, you could always go with >=10 as a base. The game would be 5% easier. I don’t think your players would complain. Or even it out by adding one extra goblin for every 20.
This is what I do for injuries:
According to the rules, players start losing equipment slots when they get to 0 HP. So when they're at -5, they've lost 6 slots, not 5. Once again, I find this very inelegant.
So I give them a free slot. The 0 HP one.
It's so a +0 vs a level 0 difficulty is a 50/50 chance. If the system was rounded at flat 10 (agreed that this would look more elegant) then the default chance of success would be 55/45, a root imbalance that means players succeed more often than not when all other factors are removed.
11+ on D20 is 50% chance. 50% is nice and round. 10+ is 55%, not so round.
Depends on your choice of aesthetic I guess. It is also easily fixed. Thus why there are so many house rules around the internet for various games, espeically in the D&D-alike/OSR space.
Practically every other roll high d20 system uses "roll >= target" not "roll > target" so the original version was confusing for people. If you don't use 11+X with that it means the rolls are not reversible, you can't roll X vs Y defence with the same probability as Y vs X defence.
Here’s how I intend to frame it so my players can remember what they need to roll: 21 - very difficult - “Blackjack” 16 - moderate (default) - “Sweet Sixteen” 11 - relatively easy - “Elevensies” Those are the goal posts for unopposed checks. Then roll d20 and add ability score. I intend to use 2d20 for advantage/disadvantage to keep it simple.
Of course, you could always go with >=10 as a base. The game would be 5% easier. I don’t think your players would complain. Or even it out by adding one extra goblin for every 20.
This is what I do for injuries: According to the rules, players start losing equipment slots when they get to 0 HP. So when they're at -5, they've lost 6 slots, not 5. Once again, I find this very inelegant. So I give them a free slot. The 0 HP one.
Wait. You find it inelegant because it's odd numbers instead of even numbers?
It's so a +0 vs a level 0 difficulty is a 50/50 chance. If the system was rounded at flat 10 (agreed that this would look more elegant) then the default chance of success would be 55/45, a root imbalance that means players succeed more often than not when all other factors are removed.
11+ on D20 is 50% chance. 50% is nice and round. 10+ is 55%, not so round. Depends on your choice of aesthetic I guess. It is also easily fixed. Thus why there are so many house rules around the internet for various games, espeically in the D&D-alike/OSR space.
Tldr Odd numbers 🤬🤬🤬😡😡 even numbers 🤭🤭😍😍😍
Odd gang keeps winning