Post
by JoeArcher » Thu Sep 11, 2014 12:02 pm
Just a different version.
Outlined dice all count as 1 when not weary and -1 when weary. That's easy to remember. 6's explode and let you roll again.
Skill 1
TN Success (Weary)
14, 21.2% (19.6%)
15, 17.1% (15.5%)
16, 14.5% (12.8%)
17, 13.2% (12.2%)
18, 11.8% (11.6%)
19, 11.1% (10.9%)
20, 10.4% (10.2%)
Skill 2
TN Success (Weary)
14, 42.4% (31.5%)
15, 36.8% (27.3%)
16, 31.1% (24.9%)
17, 26.6% (22.3%)
18, 23.5% (19.7%)
19, 20.2% (17.1%)
20, 17.9% (14.7%)
Skill 3
TN success (weary)
14, 63.0% (45%)
15, 57.7% (41.0%)
16, 52.00% (37.0%)
17, 46% (33.0%)
18, 40.8% (29.0%)
19, 36.5% (25.3%)
20, 31.9% (22.7%)
Skill 4
TN, success (weary)
14, 79.7% (56.5%)
15, 74.8% (52.1%)
16, 70.2% (47.6%)
17, 65.1% (43.2%)
18, 59.6% (39.0%)
19, 54.5% (35.7%)
20, 49.8% (32.9%)
Skill 5
TN, success (weary)
14, 89.9% (65.3%)
15, 87% (61.2%)
16, 83.3% (57.0%)
17, 79.7% (53.0%)
18, 75.6% (49.5%)
19, 70.9% (46.1%)
20, 66.4% (42.5%)
Skill 6
TN, success (weary)
14, 95.5% (72.4%)
15, 93.8% (69%)
16, 91.8% (65.5%)
17, 89.3% (62.2%)
18, 86.6% (58.7%)
19, 83.4% (55%)
20, 79.8% (51.1%)
I like these numbers for several reasons. First skill 1-3 have an easier time making higher TN's. Skill 1-2 has an overall higher success rate. Skill 6 is still slightly too high. I'd like it to be just below 90% for TN 14, but well... perfect balance is impossible. Plus in combat with my defensive options, players will most likely save a single die for defence, so it will work out in that regard I guess. But up to skill rank 5 the balance is quite nice.