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Showing posts from August, 2017

Stats in Maze Rats and Into the Odd

Roll High or Die. One of the things that sets Maze Rats apart from other rules-light systems, even other rules-light 2d6 systems, is the Danger Roll. You only roll the dice when you've done something risky or ill-conceived enough that there could be some serious repercussions. The odds are stacked against you: you need to roll a 10 or over on 2d6. Attributes might give you a +1 or +2 modifier, and skills let you roll 3d6-keep-2. This builds into the game an onus on the players to think problems through and create plausible solutions in the hopes that they can avoid the roll altogether. Into the Odd is built around the same philosophy, but Saves are flat roll-under d20 versus 3d6 stats. Players with high stats don't need to be so motivated to think things through—they can just muscle through. So: point to Maze Rats. But Into the Odd has a combat system that I enjoy much more. Hit Points are an abstract defensive reserve to avoid serious injury. Once you're out