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B/X Resolution Fragmentation

Abstract

B/X D&D suffers from fragmented resolution systems across different types of checks and skills, creating inconsistency and complexity. This article explores why B/X checks are messy by design, why they cannot be definitively solved, and one practical unification direction.

The Problem: Multiple Incompatible Systems

B/X employs at least six different resolution systems:

  1. d20 roll high: Attacks, saves
  2. d20 roll low: Ability checks
  3. X-in-6 chances: Foraging, getting lost, exploration
  4. 2d6 roll high: Reaction rolls
  5. 2d6 roll low: Morale checks
  6. Percentiles: Thief skills

Inconsistency Examples

The fragmentation creates illogical situations:

  • Thieves have better chances climbing sheer walls than climbing a rope.
  • Halflings use two systems to hide: 90% wilderness, 2-in-6 elsewhere.
  • No consistent way to determine if level, ability, or both affect a check.
  • Similar actions can have wildly different probabilities depending on subsystem.

Why It Cannot Be Solved Completely

The problem is fundamentally unsolvable without personal preference because there is no objective best solution. One must decide:

Mechanical Choices

  • Dice: 1d6 vs 2d6 vs 1d20 vs 1d100?
  • Direction: Roll high or low?
  • Ability scaling: Should high ability scores improve chances?
  • Level scaling: Should high level improve chances?

Philosophical Choices

  • System unity: Must all checks function similarly?
  • Complexity: Accept the mess or unify it?
  • Differential scaling: Should level affect foraging? Dex affect move silently?

Difficulty Choices

  • Hard vs easy: How should checks be calibrated?
  • Variable difficulty: Different target numbers for different challenges?
  • Weight: Should level or ability matter more?

One Practical Unification Direction

The source's preferred unified approach is:

Core Formula

Roll 1d20, add (ability + level)/2, Target 20

For Thieves

Roll 1d20, add (ability/2) + level, Target 20

Example: Thief with DEX 14, level 8 = +15 to hide, while non-thieves get +11.

Variants

  • Ignore levels for non-thieves: Use just 1d20 + ability/2.
  • Level-only for class-related tasks: Only add half level if task relates to class.

Philosophy Behind This Direction

  • Every point matters.
  • Thief skills can maintain advantage without a separate percentile system.
  • Non-thieves can still excel with high abilities.
  • It is more compatible with traditional 1-in-6 chances than vanilla ability checks.
  • It unifies multiple systems into one family of procedure.

Historical Precedent

Similar methods exist in:

  • Action Throws
  • BFRPG optional Ability Rolls
  • Target 20 system variants that cover attacks, saves, and skills

The Fundamental Truth

No unified system is objectively better than another. Different dice mechanics, roll directions, and scaling weights each have defenders and benefits. The value of this concept is in exposing the fragmentation clearly enough that a table or designer can choose the kind of simplification it actually wants.

See Also