I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Tuesday, December 16, 2025

More d100 D&D

I've been playing with this idea again.

Basically, you have percentile values for each ability. 

Each level gets you at least 2% better at (basically) everything, with each ability point giving you 3% as a starting rule.


A level 8 PC (example above) might have Strength 13/55% and Intelligence 10/46%.

We'd basically use that 55% for skills, attacks, and magic.

Probably thieves get 20% extra on their skills, fighters on their attacks, and mages on their spellcasting.

Limit PCs to level 10 or so, and leveling bonus will not surpass differences in abilities., although the system does still work up to level 20 and more.

Saving throws use the same number. The 30–80 range is quite perfect for that.

[Strength 10 gives you 32% on level one; with Strength 20, you'd get 80% on level 10, or 100% if you're an specialist; maybe you could do ability x4 plus level x2 for slightly more competent PCs].

Combat wouldn't be hard to do; you probably need some defense stat in lieu of AC, maybe even some dodge chance, parry, etc. One reason I like d100, BTW, is because they can produce crits on doubles, and use the "tens" digit as damage, to make combat quicker and more exciting.

HP are trickier. You can't really get the same range as old-school D&D without a completely different formula.

Spells would be a lot weaker unless you spend some of your magic for additional effects.

But at this point I'm not even sure you'd need the ability scores; the percentiles would be enough. I can hardly think of a task a PC should be able to attempt without getting better through leveling. Breaking down doors, for example, could certainly improve with practice.

"But why not just roll under every ability, like in The Black Hack, etc.?" This is doable too, but I like the small increments from level instead of raising attributes directly. And the curve from my method, going from around 30% to 80%, feels more akin to D&D’s zero-to-hero style than starting at a 40–50% chance of success.

And, well, I just like the d100.

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