Core System - Alternative Dice - d12

Because of the wide distribution of the d20 dice, this is a dice better suited when larger dice pools are involved.

However the core system is more closely matched to smaller dice pools, of usually between 3 and 6 dice. In addition to this, the baseline target number of 16 for rolls with few dice does come a little lower than necessary.

So this is an alternative approach to playing the core system of Empyrean using d12 dice as a baseline instead of d20, but still using the d20 dice for bonus rolls. Because of the bigger impact of the escalation of power with the change of success and critical success numbers, some additional rules have been changed.

To achieve this conversion consider the following:
  • A roll of 1 still remains a botch result, and subtracts one success.
  • The Aspects are now modified as follows:
    • Level 1: 2 Dice, Success: 8, Critical: 12
    • Level 2: 2 Dice, Success: 7, Critical: 12
    • Level 3: 3 Dice, Success: 7, Critical: 12
    • Level 4: 3 Dice, Success: 6, Critical: 11
    • Level 5: 4 Dice, Success: 6, Critical: 10
  • Further improving Success Number below 6, is off-limits.
  • Most improvements / bonuses should come in the form of bonus dice.
  • Inspiration (and Edge) grant bonus d12 dice.
  • Supremacy now grants bonus d20 dice. Yes that's right. The same Success and Critical Numbers apply for the d20 dice too.
The overall changes have the following set of intents behind them:

  • In the Core System players shouldn't really tamper with Success and Critical Numbers a lot. D20's purpose is to frequently tamper with the success or critical numbers either on the fly or as part of the character's development. The D12 is instead better suited to maintain a broad set of different abilities, without too great a jump between ability level 1 and ability level 2.
  • It is now a bit easier (10-15% improvement) to score both a success (42% - 58% chance) and a critical success (8% - 25%) per dice roll. This makes the dice bonus a little more robust than before (success was 25% - 45% chance and critical was 5% - 15% before), and the overall low number of dice in each roll more manageable.
  • There is now a greater gap between each aspect level than before, and this creates a stronger sense of specialization.
  • The higher chance to score at least one success favors dice contests which are already inherently favored in 80% of the game. 
  • The increased probability for critical success makes contests more interesting.
  • Supremacy is once again super-powerful, as intended. This has a binary aspect. Villains with supremacy are now true to scale, while Empyrean Powers are now more indicative of the kind of boost they provide.

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