I'm trying to create my own RPG, to play with friends. To be honest, I never played published RPGs before, only home-brewed ones, but I don't feel like spending money on a thing that I may never use, and designing is fun!
I'm basing off my dice system out of Vampire: The Masquerade (5th edition). Each premade character has 7 stats between 1 and 5, averaging at 3. When you roll to accomplish a task, you take two of those stats, add them up, and then throw as many d10. Each die with 6+ is a success, and if you have more successes than the difficulty of that task, it's a success.
If you get two 10, you get 2 extra successes, for a total of 4 on these dice. If your roll is a success, and you got two 10, it's a critical success!
After putting it into code to do some stats, I realized that you have around 10% critical success rate with 6 dice. With 10 dice (the maximum you can have without any bonuses), it goes up to a 25% critical success.
I'm worried such high numbers will undermine the pleasure of getting a critical success out of nowhere.
I tried several systems, but they aren't good enough in my opinion :
- Putting in every roll a colored dice, which would need to be a 10 for the roll to be able to be a critical success. This is unrewarding (having more dice doesn't help you get critical successes), and still too high (10% is too much).
- Using only one die, like a d20, or a d100. This goes too far away from the original system, which I like a lot.
How could I lower the rate of critical successes while not undermining the rolls with very few dice?