Kobold Krew 2 - the Dice pool


In Kobold Krew, all actions are going to be solved with an Action Roll. The kobold will roll all the dice in the dice pool and then look for the highest number. Which will break down like this.

an example I have been using is:

you attempt to pick the lock on the door
Success:  you unlock the door successfully
Mixed Success: You open the door, but it was loud and may have alerted someone.
Failure: You jam the lock on the door, you will need to find another way in.

There are several ways Kobolds can add dice to their roll to improve their odds.

  1. If they have a mundane item like a sword, rope, or torch that they are using they can add one die to their roll for each item they are using. 
  2.  Kobolds have special Quirks that might give them bonuses like a bonus when sneaking, or when using their favorite weapon. 
  3. they can spend Luck points to gain an extra die
  4. a teammate could spend luck and help them for an extra die
  5. the GM can award (or subtract) die depending on the situation.

during testing I created a program that ran dice rolls and these were the percentages I think its a very interesting curve generated. its interesting to see that the mixed success stays kind of flat while the big swing is in failure and success. Which is good because I feel like the mixed success leads to a more interesting story. 

[F,M,S] based off simulated 10,000 rolls.

Dice 1 [24, 44, 32]
Dice 2 [12, 45, 43]
Dice 3 [5, 42, 53]
Dice 4 [3, 37, 60]
Dice 5 [1, 31, 68]
Dice 6 [0, 26, 74]

and the last thing I will talk about are Flukes. These were inspired by the Twist system from Wildsea. What drew me to this was that it allowed everyone at the table a mini chance to GM and lets the GM relieve some narrative pressure from themselves. I liked it because I think it felt correct with the goofier kobolds I had. basically if doubles are rolled at anytime something extra happens. I descibre it like this in the book.

A Fluke happens when dice in an Action Roll come up with doubles. They do not replace the result, but something unexpected happens in addition to the action. Flukes are small narrative twist to the story but they should never disrupt gameplay or change the core result of the roll. While Flukes don’t always have to be positive, they should never force players to accept unwanted consequences for their character, like a drastic change to their kobold’s nature.

Flukes are special in that they involve the entire table. Everyone can suggest ideas and then the GM gets to decide what best fits the story or the situation.

This was taken from my play example where two kobolds (Sprig and Boggle) are fighting a giant centipede in dark cave

Sprig: I still have my torch. Can I swing it at the centipede. I should get an extra die for using the torch. 

GM: Yep, go ahead and roll. 

Sprig: I got a 5 and a 5! A Mixed Success and a Fluke with the doubles.

GM:  I mark 1 segment of the Centipedes Health Track, but as it thrashes it knocks the torch out of your hand. Now what about the Fluke?

Boggle: Something with the torch being dropped maybe?

Sprig: Oh, what if it catches the leaves on fire. You said the ground was covered with them.

GM: Yes! love it. The floor goes up in flame. I am going to create a 5 segment Danger Track, because the cave is starting to fill with smoke.  better hurry.


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