Absolutely true that the attacker has notching to do with the current suggestion.

In addition:

The accuracy of a swordsman can be treated seperately. Called accuracy? You could give it any name. Where another roll is needed for hitting for sure.

The 2 aren't really intertwened with this approach.

And with treating the 2 seperate, we get a factoral effect. (accuracy 1 = 1/6th chance, and agility 6 = 1/6th chance, a total of 1/36th chance, which can be rather low)

However, I understand if you rather have the 2 intertwened and just one die roll. In addition, you want the effects some sort of lineair? Also when agility and "accuracy" are equal, the chance is 50%? In that case, I need to brain storm myself.

Further more, you want to apply bonusses to the stats. These need to be taken in account as well.

Alright you all, I'm back, I'll respond to what you all wrote and also I have some new ideas and such of my own to put forward to. So let's start...

"Could you please tell me what your definition of a dice pool is?"

It's where you roll a bunch of d6s and you look at each dice individually INSTEAD of adding them together. So a 2 d6 dice pool is where you roll 2 dice and look at what each individual dice shows, whereas a 2d6 nondice pool system is where you would roll 2 dice and add together the pips to get a result between 2-12. When I talk about dice pools on here I’ll go go by things like “2 d6” rather than “2d6” so we know that it’s a dice pool I’m referring to.

The two main dice pool systems I'm considering working around are:

1. Roll d6s, there's a target number you are aiming for on each individual dice. Each dice that makes that result gives you +1 success. Opponent does the same and you compare the number of successes to one another to see who won the conflict. Versus certain events you would simply roll the dice and see if you got a success (or certain # of successes; rolling 6s in that case "explode" and grant you a success plus you get an extra dice to roll).

or

2. Each side rolls d6s, find the highest individual die rolled on each side. Whoever rolled highest wins. In case of a tie, compare the next pair and so on and so forth.

I'm leaning toward the second one I mentioned above in regard to combat, whilst using the first one for dealing with events. Since this thread is about combat though, let's continue to focus on just that aspect of my game.

I’m trying to figure out a way for how dodge and block works using the second system as said.

"And my game that I am designing also has all the stats of 1-6. The only difference is that you are going above 6."

The above 6 thing isn't set in stone. If it is possible to above 6, then the system will be based upon a comparison of stats to determine base dice pools . For example, without a comparison based system, a person with 3 accuracy versus a defender with 4 agility/defense would simply be 3 d6 vs 4 d6. If it's comparison based, then it would be a matter of comparing accuracy to agility/defense...if accuracy is equal both sides would roll 2 d6. If it's lower by one attacker would roll 2 d6, opponent 3 d6. If it's lower by 2, 2 d6 vs 3 d6 and at max if stat difference is 3+ then one side would 2 d6 and the other 4 d6. Then you'd factor in other +d6 bonuses such as weapon speed bonus, reach bonus, spell buffs, etc... to ultimately make each side's d6 pool in total.

"Perhaps it is better to have 6 as a maximum? And give the creature something extra instead? Like a secondary chance of hitting twice for example?"

If I do have it as a maximum then yes, I'd definitely do your idea here. It'd be based upon whatever gear they are using. Skills are printed on the gear themselves. For example, a weapon may have a basic attack, but if you have , say for example, 3+ agility then you could do a special attack. Perhaps higher level weapons could have special attacks that are unlockable if you have 7+ of certain stats. In that case, 6 would simply be the maximum you get for the base bonus of the stat itself.

**An important note I forgot to mention about stats as well: The amount of d6s you get based upon your stats will either be one of three possible options I'm considering:

1. The simplest way would be that you get d6s equal to the stat itself. In which case I may have the stats range from 2-7 instead of 1-6, since I'd like the player to get a base minimum of 2 d6s for any combat roll to hit pool (this way, defenders spells/abilities could reduce the minimum to the absolute lowest of 1 d6).

or

2. Stats only give you a +1 d6 equal to the stat value divided in half, rounded down. This would be known as the "stat bonus." You always start with 1 d6 for dice pool then add +d6s = to stat bonus + other bonuses. So a stat of 1 would give +0, 2-3=+1, 4-5=+2, 6=+3 and so on.

or

3. It would be based upon a comparison, as noted in the section where I talked about it in this post. I'm leaning towards that being how it is utilized, because the other ones may make it so the player has to roll a ton of dice every time they do combat checks once you get to higher levels of stats and enemies etc.

So as said, option 3 is what I'm leaning toward.

When I first started working on system, I thought I'd have it 2d6 based. If you look at my earlier threads you can see that, with the table I posted. I'd still like to do similar with a table that compares stats and shows what you roll, but instead of 2d6 it'd be a d6 pool system.

"For example, 2 successes while you need 3, you place 2 counters on the targeted creature for a next round. But then we fall back into the tracking of health.t"

I dont' like that idea.

"Another approach is having more successes than your opponent. And simply making sure any one can roll 0 successes. Thus 1D6 can beat 6D6, even though the chance is very slim.

For this, simply consider each die roll 0-5, not 1-6."

That's what I'm leaning toward. The thing you mentioned about 0-5 instead of 1-6 is a notable idea, but I don't think I'd apply it that way, since d6s in my game will be standard dice not custom ones.

"For example, having a chance of 20 out of 36. We need to roll one 4 or higher, and one 5 or higher. To differentiate here, red is the 4 or higher roll and blue is the 5 or higher roll."

That is really cool idea but I'm not sure how I'd implement that. Also, during the roll to hit I plan on having 3 colours for the dice. One colour is to show its the attacker's pool. The 2nd colour is for the defender's pool. A third colour will be for the attacker's weapon's possible special affect. For example, a poison dagger could read "effect die: poisons enemy on roll of 6."

Having said that though, it will be that way if the roll to hit is an OPPOSED test (meaning, you compare your roll against opponent's rather than rolling to reach a target number or number of successes). It is possible I may change the system to an unopposed test.