Checkers
Much simpler than chess, several games of checkers can be accomplished in the amount of time it would take to play one game of chess. The game is played on a black and red checkerboard with black and red disc-shaped pieces. The game is divided into three stages: early game, mid-game, and endgame. At the start of the first two stages, players each roll 1d10. At the start of all three stages, players roll opposing Ability Checks. If you are proficient in checkers, add your proficiency bonus to the roll. You may add either your WIS or INT mod, depending on whether you learned by trial and error or by reading books and memorizing tactics., for an end result of d20 + Proficiency + INT/WIS mod.
Early Game - On a result of 9 or 10 on the d10, you were able to pull off a double-jump, or maybe even a triple-jump, during the early game. Add a +1 bonus to your mid-game d10 roll and a +2 bonus to your mid-game Ability Check.
Whoever rolled lower on the early game opposed Ability Check roll will roll their mid-game Ability Check at Disadvantage.
Mid-Game - On a result (natural or modified) of 8 or 9 on the d10, you were able to pull off a double-jump, or maybe even a triple-jump, during the mid-game. Add a +3 bonus to your endgame Ability Check.
On a result (natural or modified) of 10 or higher on the d10, you were able to get a piece to the opponent's end of the board. "King me!" Add a +6 bonus to your endgame Ability Check.
If the player who rolled lower on the mid-game opposed Ability Check roll is already at Disadvantage, they simply remain at Disadvantage. for their endgame Ability Check.
If the player who rolled lower on the mid-game opposed Ability Check roll is not already at Disadvantage, the matchup returns to equal standing.
Endgame - Whichever player rolls higher on this opposed Ability Check is the winner of the match.
Much simpler than chess, several games of checkers can be accomplished in the amount of time it would take to play one game of chess. The game is played on a black and red checkerboard with black and red disc-shaped pieces. The game is divided into three stages: early game, mid-game, and endgame. At the start of the first two stages, players each roll 1d10. At the start of all three stages, players roll opposing Ability Checks. If you are proficient in checkers, add your proficiency bonus to the roll. You may add either your WIS or INT mod, depending on whether you learned by trial and error or by reading books and memorizing tactics., for an end result of d20 + Proficiency + INT/WIS mod.
Early Game - On a result of 9 or 10 on the d10, you were able to pull off a double-jump, or maybe even a triple-jump, during the early game. Add a +1 bonus to your mid-game d10 roll and a +2 bonus to your mid-game Ability Check.
Whoever rolled lower on the early game opposed Ability Check roll will roll their mid-game Ability Check at Disadvantage.
Mid-Game - On a result (natural or modified) of 8 or 9 on the d10, you were able to pull off a double-jump, or maybe even a triple-jump, during the mid-game. Add a +3 bonus to your endgame Ability Check.
On a result (natural or modified) of 10 or higher on the d10, you were able to get a piece to the opponent's end of the board. "King me!" Add a +6 bonus to your endgame Ability Check.
If the player who rolled lower on the mid-game opposed Ability Check roll is already at Disadvantage, they simply remain at Disadvantage. for their endgame Ability Check.
If the player who rolled lower on the mid-game opposed Ability Check roll is not already at Disadvantage, the matchup returns to equal standing.
Endgame - Whichever player rolls higher on this opposed Ability Check is the winner of the match.
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