Wherein, tired of seeing a blank blog, your humble scribe posts some old work he did back when TriStat dX and Guardians of Order were going concerns. dX is still a pretty tasty little game, though I’m not sure I’d use it for anything these days.
dX Scaled Modifiers
Sometimes it feels like dX doesn’t scale quite right. The combat modifiers all appear to be based on the d10 level of dX, which is great. But if you’re of the opinion that difficulty should be relative and that two gods should have the same relative penalties for hitting one another in total darkness that two bunnies should have, then this is the option for you.
To find the appropriate modifier value for your dX level, simply find the “official” modifier number in the d10 column and read left or right to find the equivalent modifier for the dX type in question.
Example: The official (d10) penalty for attacking the same target with two weapons is -8. If you’re playing a “post-human” (d8) game, you would look at the -8 modifier in the d10 column and read left one column to the d8 column and see that you should be using a -7 modifier instead of -8 to reflect the relative difficulty of the task.
Additional Scaling Efforts
To take full advantage of the X factor, consider the following adjustments to flat numbers in the rules. Note that the current flat numbers are effectively determined by applying these options to an X of 10.
- Special Attack does 2X damage per level. (2d4 gives 8 damage per level, while 2d12 gives 24 damage per level)
- Superstrength and Massive Damage add +X damage per level. (2d6 adds +6 damage per level, while 2d20 adds +20 damage per level)
- Armor reduces X damage per level, while Force Field reduces 2X damage per level. (2d8 reduces 8 damage per Armor level, while 2d10 reduces 20 damage per Force Field level)
- Toughness adds +2X Health Points per level. (2d4 adds +8 Health Points per level, while 2d12 adds +24 Health Points per level)
- Health Points are now calculated with the following formula: (Body + Soul) * 1/2 X.
- Energy Points are now calculated with the following formula: (Mind + Soul) * 1/2 X.
Mods 1-3 should be used together to balance out the damage dealt and recieved. Using some, but not all may make the game much more lethal or much less lethal out of proportion.
Mods 4 and 5 should be used together to balance things out. Calculating Health Points using a variable multiplier is up to GM preference, as some GMs do not see a need for recalculating Health Points in order to scale the system. Using Mods 4 and 5 will probably make combat deadlier, which may not be appropriate for some campaigns.
Full dX Graduated Stat Cost
Unlike the original authors of TriStat dX, I feel that each dX level should accept the full range of stat values (from 1 – 2X), so here is my revised Graduated Stat Cost chart for d10 and d12. I have also provided the errata from GoO for the d20 graduated stat cost column.
Example: Purchasing a stat of 19 in a d12 game would cost 48 points (1 each for stat values 1-4, 2 each for stat values 5-9, 3 each for stat values 10-15, and 4 each for values 16-19).
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