Hi everyone, I'm creating a pool dice rolling system and I'd like your opinion.
It's based on d6, but some special actions allow the player to roll other dice.
By default, the player rolls a pool of d6 against a TN of 5+. A 6 explodes.
So let's say you make an attack with a pool of 3d6. Each result above 5 allows you to deal 1 damage. However, you have class abilities that allow you to perform special actions. For example:
Powerful Attack: Roll 2d10 vs. TN 6. Each hit deals 2 damage. However, activating this ability consumes stamina points. After level X, you increase the dice pool by 1d10.
Another example: a spellcaster can perform a magic attack, rolling a flexible pool according to their focus/level between 1d6 and 5d6. Each result above 5 deals 1 point of magic damage. Something similar to an attack, simple.
But in the same way, some spells alter the dice and the TN, for example:
Fireball (2MP): 3d8 VS TN 6. You deal 1.5 [rounded down] fire damage in an area. You can increase it by 1d8 at the cost of 1 extra MP when casting fireball.
Magic missile (1MP) 3d10 VS TN 4, each hit deals 1 damage.
You're basically trading the probabilities of hitting for more safety or effect, such as magic missiles, where exploding dice has a 1/10 chance, but you have a much higher probability of dealing damage than rolling a pool of d6 VS TN 5.
Design notes:
I'm thinking about the pool design; it's that dice pools like d8, d10, and d12... They should be relatively smaller than the d6 pools (which I'd like to try to keep at a maximum of 5d6).
I'd like to maintain the idea of partial success. Something like "you need 2 hits on a regular test, if you only get one hit, you pass, but something bad will happen" or the player pushing up the roll, passing the test at the cost of something negative.
What do you think?
On paper and rolling the dice, it has seemed fun; however, I know that balancing it can be a challange.